@galacean/engine 2.0.0-alpha.5 → 2.0.0-alpha.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -9793,7 +9793,7 @@ function _extends$2() {
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  return PipelineStage;
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  }({});
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  var camera_declare = "uniform vec3 camera_Position;\nuniform vec3 camera_Forward; "; // eslint-disable-line
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- var common = "#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats\n#define HALF_EPS 4.8828125e-4 // 2^-11, machine epsilon: 1 + EPS = 1 (half of the ULP for 1.0f)\n\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n\nfloat pow2(float x ) {\n return x * x;\n}\n\nvec4 RGBMToLinear(vec4 value, float maxRange ) {\n return vec4( value.rgb * value.a * maxRange, 1.0 );\n}\n\nvec4 gammaToLinear(vec4 value){\n return vec4( pow(value.rgb, vec3(2.2)), value.a);\n}\n\nvec4 linearToGamma(vec4 value){\n\tvalue = max(value, 0.0);\n return vec4( pow(value.rgb, vec3(1.0 / 2.2)), value.a);\n}\n\n\n// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_framebuffer_sRGB.txt\n// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_sRGB_decode.txt\nfloat sRGBToLinear(float value){\n float linearRGBLo = value / 12.92;\n float linearRGBHi = pow((value + 0.055) / 1.055, 2.4);\n float linearRGB = (value <= 0.04045) ? linearRGBLo : linearRGBHi;\n return linearRGB;\n}\n\nvec4 sRGBToLinear(vec4 value){\n return vec4(sRGBToLinear(value.r), sRGBToLinear(value.g), sRGBToLinear(value.b), value.a);\n}\n\nfloat linearToSRGB(float value){\n\tvalue = max(value, 0.0);\n return (value <= 0.0031308) ? (value * 12.9232102) : 1.055 * pow(value, 1.0 / 2.4) - 0.055;\n}\n\nvec4 linearToSRGB(vec4 value){\n return vec4(linearToSRGB(value.r), linearToSRGB(value.g), linearToSRGB(value.b), value.a);\n}\n\n// Compatible with devices that do not even support EXT_sRGB in WebGL1.0.\nvec4 texture2DSRGB(sampler2D tex, vec2 uv) {\n\tvec4 color = texture2D(tex, uv);\n\t#ifdef ENGINE_NO_SRGB\n\t\tcolor = sRGBToLinear(color);\n\t#endif\n\treturn color;\n}\n\nvec4 outputSRGBCorrection(vec4 linearIn){\n #ifdef ENGINE_OUTPUT_SRGB_CORRECT\n \treturn linearToSRGB(linearIn);\n #else \n \treturn linearIn;\n #endif\n}\n\n\nuniform vec4 camera_DepthBufferParams;\nuniform vec4 camera_ProjectionParams;\n\nfloat remapDepthBufferLinear01(float depth){\n\treturn 1.0 / (camera_DepthBufferParams.x * depth + camera_DepthBufferParams.y);\n}\n\nfloat remapDepthBufferEyeDepth(float depth){\n\t#ifdef CAMERA_ORTHOGRAPHIC\n\t\treturn camera_ProjectionParams.y + (camera_ProjectionParams.z - camera_ProjectionParams.y) * depth;\n\t#else\n\t\treturn 1.0 / (camera_DepthBufferParams.z * depth + camera_DepthBufferParams.w);\n\t#endif\n}\n\n// From Next Generation Post Processing in Call of Duty: Advanced Warfare [Jimenez 2014]\n// http://advances.realtimerendering.com/s2014/index.html\n// sampleCoord must not be normalized (e.g. window coordinates)\nfloat interleavedGradientNoise(vec2 sampleCoord)\n{\n\tconst vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);\n\treturn fract(magic.z * fract(dot(sampleCoord, magic.xy)));\n}\n\n#ifdef GRAPHICS_API_WEBGL2\n\t#define INVERSE_MAT(mat) inverse(mat)\n#else\n\tmat2 inverseMat(mat2 m) {\n\t\treturn mat2(m[1][1],-m[0][1],\n\t\t\t\t-m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n\t}\n\tmat3 inverseMat(mat3 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n\t\tfloat a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n\t\tfloat a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n\t\tfloat b01 = a22 * a11 - a12 * a21;\n\t\tfloat b11 = -a22 * a10 + a12 * a20;\n\t\tfloat b21 = a21 * a10 - a11 * a20;\n\n\t\tfloat det = a00 * b01 + a01 * b11 + a02 * b21;\n\n\t\treturn mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n\t\t\t\t\tb11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n\t\t\t\t\tb21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n\t}\n\tmat4 inverseMat(mat4 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n\t\t\ta10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n\t\t\ta20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n\t\t\ta30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n\t\t\tb00 = a00 * a11 - a01 * a10,\n\t\t\tb01 = a00 * a12 - a02 * a10,\n\t\t\tb02 = a00 * a13 - a03 * a10,\n\t\t\tb03 = a01 * a12 - a02 * a11,\n\t\t\tb04 = a01 * a13 - a03 * a11,\n\t\t\tb05 = a02 * a13 - a03 * a12,\n\t\t\tb06 = a20 * a31 - a21 * a30,\n\t\t\tb07 = a20 * a32 - a22 * a30,\n\t\t\tb08 = a20 * a33 - a23 * a30,\n\t\t\tb09 = a21 * a32 - a22 * a31,\n\t\t\tb10 = a21 * a33 - a23 * a31,\n\t\t\tb11 = a22 * a33 - a23 * a32,\n\n\t\t\tdet = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n\t\treturn mat4(\n\t\t\ta11 * b11 - a12 * b10 + a13 * b09,\n\t\t\ta02 * b10 - a01 * b11 - a03 * b09,\n\t\t\ta31 * b05 - a32 * b04 + a33 * b03,\n\t\t\ta22 * b04 - a21 * b05 - a23 * b03,\n\t\t\ta12 * b08 - a10 * b11 - a13 * b07,\n\t\t\ta00 * b11 - a02 * b08 + a03 * b07,\n\t\t\ta32 * b02 - a30 * b05 - a33 * b01,\n\t\t\ta20 * b05 - a22 * b02 + a23 * b01,\n\t\t\ta10 * b10 - a11 * b08 + a13 * b06,\n\t\t\ta01 * b08 - a00 * b10 - a03 * b06,\n\t\t\ta30 * b04 - a31 * b02 + a33 * b00,\n\t\t\ta21 * b02 - a20 * b04 - a23 * b00,\n\t\t\ta11 * b07 - a10 * b09 - a12 * b06,\n\t\t\ta00 * b09 - a01 * b07 + a02 * b06,\n\t\t\ta31 * b01 - a30 * b03 - a32 * b00,\n\t\t\ta20 * b03 - a21 * b01 + a22 * b00) / det;\n\t}\n\n\t#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n\n\nvec3 safeNormalize(vec3 inVec) {\n float dp3 = max(float(HALF_MIN), dot(inVec, inVec));\n return inVec * inversesqrt(dp3);\n}\n"; // eslint-disable-line
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+ var common = "#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats\n#define HALF_EPS 4.8828125e-4 // 2^-11, machine epsilon: 1 + EPS = 1 (half of the ULP for 1.0f)\n\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n\nfloat pow2(float x ) {\n return x * x;\n}\n\nvec4 gammaToLinear(vec4 value){\n return vec4( pow(value.rgb, vec3(2.2)), value.a);\n}\n\nvec4 linearToGamma(vec4 value){\n\tvalue = max(value, 0.0);\n return vec4( pow(value.rgb, vec3(1.0 / 2.2)), value.a);\n}\n\n\n// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_framebuffer_sRGB.txt\n// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_sRGB_decode.txt\nfloat sRGBToLinear(float value){\n float linearRGBLo = value / 12.92;\n float linearRGBHi = pow((value + 0.055) / 1.055, 2.4);\n float linearRGB = (value <= 0.04045) ? linearRGBLo : linearRGBHi;\n return linearRGB;\n}\n\nvec4 sRGBToLinear(vec4 value){\n return vec4(sRGBToLinear(value.r), sRGBToLinear(value.g), sRGBToLinear(value.b), value.a);\n}\n\nfloat linearToSRGB(float value){\n\tvalue = max(value, 0.0);\n return (value <= 0.0031308) ? (value * 12.9232102) : 1.055 * pow(value, 1.0 / 2.4) - 0.055;\n}\n\nvec4 linearToSRGB(vec4 value){\n return vec4(linearToSRGB(value.r), linearToSRGB(value.g), linearToSRGB(value.b), value.a);\n}\n\n// Compatible with devices that do not even support EXT_sRGB in WebGL1.0.\nvec4 texture2DSRGB(sampler2D tex, vec2 uv) {\n\tvec4 color = texture2D(tex, uv);\n\t#ifdef ENGINE_NO_SRGB\n\t\tcolor = sRGBToLinear(color);\n\t#endif\n\treturn color;\n}\n\nvec4 outputSRGBCorrection(vec4 linearIn){\n #ifdef ENGINE_OUTPUT_SRGB_CORRECT\n \treturn linearToSRGB(linearIn);\n #else \n \treturn linearIn;\n #endif\n}\n\n\nuniform vec4 camera_DepthBufferParams;\nuniform vec4 camera_ProjectionParams;\n\nfloat remapDepthBufferLinear01(float depth){\n\treturn 1.0 / (camera_DepthBufferParams.x * depth + camera_DepthBufferParams.y);\n}\n\nfloat remapDepthBufferEyeDepth(float depth){\n\t#ifdef CAMERA_ORTHOGRAPHIC\n\t\treturn camera_ProjectionParams.y + (camera_ProjectionParams.z - camera_ProjectionParams.y) * depth;\n\t#else\n\t\treturn 1.0 / (camera_DepthBufferParams.z * depth + camera_DepthBufferParams.w);\n\t#endif\n}\n\n// From Next Generation Post Processing in Call of Duty: Advanced Warfare [Jimenez 2014]\n// http://advances.realtimerendering.com/s2014/index.html\n// sampleCoord must not be normalized (e.g. window coordinates)\nfloat interleavedGradientNoise(vec2 sampleCoord)\n{\n\tconst vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);\n\treturn fract(magic.z * fract(dot(sampleCoord, magic.xy)));\n}\n\n#ifdef GRAPHICS_API_WEBGL2\n\t#define INVERSE_MAT(mat) inverse(mat)\n#else\n\tmat2 inverseMat(mat2 m) {\n\t\treturn mat2(m[1][1],-m[0][1],\n\t\t\t\t-m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n\t}\n\tmat3 inverseMat(mat3 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n\t\tfloat a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n\t\tfloat a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n\t\tfloat b01 = a22 * a11 - a12 * a21;\n\t\tfloat b11 = -a22 * a10 + a12 * a20;\n\t\tfloat b21 = a21 * a10 - a11 * a20;\n\n\t\tfloat det = a00 * b01 + a01 * b11 + a02 * b21;\n\n\t\treturn mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n\t\t\t\t\tb11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n\t\t\t\t\tb21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n\t}\n\tmat4 inverseMat(mat4 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n\t\t\ta10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n\t\t\ta20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n\t\t\ta30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n\t\t\tb00 = a00 * a11 - a01 * a10,\n\t\t\tb01 = a00 * a12 - a02 * a10,\n\t\t\tb02 = a00 * a13 - a03 * a10,\n\t\t\tb03 = a01 * a12 - a02 * a11,\n\t\t\tb04 = a01 * a13 - a03 * a11,\n\t\t\tb05 = a02 * a13 - a03 * a12,\n\t\t\tb06 = a20 * a31 - a21 * a30,\n\t\t\tb07 = a20 * a32 - a22 * a30,\n\t\t\tb08 = a20 * a33 - a23 * a30,\n\t\t\tb09 = a21 * a32 - a22 * a31,\n\t\t\tb10 = a21 * a33 - a23 * a31,\n\t\t\tb11 = a22 * a33 - a23 * a32,\n\n\t\t\tdet = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n\t\treturn mat4(\n\t\t\ta11 * b11 - a12 * b10 + a13 * b09,\n\t\t\ta02 * b10 - a01 * b11 - a03 * b09,\n\t\t\ta31 * b05 - a32 * b04 + a33 * b03,\n\t\t\ta22 * b04 - a21 * b05 - a23 * b03,\n\t\t\ta12 * b08 - a10 * b11 - a13 * b07,\n\t\t\ta00 * b11 - a02 * b08 + a03 * b07,\n\t\t\ta32 * b02 - a30 * b05 - a33 * b01,\n\t\t\ta20 * b05 - a22 * b02 + a23 * b01,\n\t\t\ta10 * b10 - a11 * b08 + a13 * b06,\n\t\t\ta01 * b08 - a00 * b10 - a03 * b06,\n\t\t\ta30 * b04 - a31 * b02 + a33 * b00,\n\t\t\ta21 * b02 - a20 * b04 - a23 * b00,\n\t\t\ta11 * b07 - a10 * b09 - a12 * b06,\n\t\t\ta00 * b09 - a01 * b07 + a02 * b06,\n\t\t\ta31 * b01 - a30 * b03 - a32 * b00,\n\t\t\ta20 * b03 - a21 * b01 + a22 * b00) / det;\n\t}\n\n\t#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n\n\nvec3 safeNormalize(vec3 inVec) {\n float dp3 = max(float(HALF_MIN), dot(inVec, inVec));\n return inVec * inversesqrt(dp3);\n}\n"; // eslint-disable-line
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  var common_vert = "attribute vec3 POSITION;\n\n#ifdef RENDERER_HAS_UV\n attribute vec2 TEXCOORD_0;\n#endif\n\n#ifdef RENDERER_HAS_UV1\n attribute vec2 TEXCOORD_1;\n#endif\n\n#ifdef RENDERER_HAS_SKIN\n attribute vec4 JOINTS_0;\n attribute vec4 WEIGHTS_0;\n\n #ifdef RENDERER_USE_JOINT_TEXTURE\n uniform sampler2D renderer_JointSampler;\n uniform float renderer_JointCount;\n\n mat4 getJointMatrix(sampler2D smp, float index)\n {\n float base = index / renderer_JointCount;\n float hf = 0.5 / renderer_JointCount;\n float v = base + hf;\n\n vec4 m0 = texture2D(smp, vec2(0.125, v ));\n vec4 m1 = texture2D(smp, vec2(0.375, v ));\n vec4 m2 = texture2D(smp, vec2(0.625, v ));\n vec4 m3 = texture2D(smp, vec2(0.875, v ));\n\n return mat4(m0, m1, m2, m3);\n\n }\n\n #else\n uniform mat4 renderer_JointMatrix[ RENDERER_JOINTS_NUM ];\n #endif\n#endif\n\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\n attribute vec4 COLOR_0;\n#endif\n\n\n#include <transform_declare>\n#include <camera_declare>\n\nuniform vec4 material_TilingOffset;\n\n\n#ifndef MATERIAL_OMIT_NORMAL\n #ifdef RENDERER_HAS_NORMAL\n attribute vec3 NORMAL;\n #endif\n\n #ifdef RENDERER_HAS_TANGENT\n attribute vec4 TANGENT;\n #endif\n#endif"; // eslint-disable-line
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  var transform_declare = "uniform mat4 renderer_LocalMat;\nuniform mat4 renderer_ModelMat;\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\nuniform mat4 renderer_MVMat;\nuniform mat4 renderer_MVPMat;\nuniform mat4 renderer_NormalMat;"; // eslint-disable-line
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  var color_share = "#ifdef RENDERER_ENABLE_VERTEXCOLOR\n\nvarying vec4 v_color;\n\n#endif\n"; // eslint-disable-line
@@ -9841,7 +9841,7 @@ var pbr_frag_define = "#define MIN_PERCEPTUAL_ROUGHNESS 0.045\n#define MIN_ROUGH
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  var pbr_helper = "#include <normal_get>\n#include <brdf>\n#include <btdf>\n\n// direct + indirect\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n\nuniform sampler2D camera_AOTexture;\n\nfloat evaluateAmbientOcclusion(vec2 uv)\n{\n #ifdef MATERIAL_IS_TRANSPARENT\n return 1.0;\n #else\n return texture2D(camera_AOTexture, uv).r;\n #endif\n}\n\n\nfloat computeSpecularOcclusion(float ambientOcclusion, float roughness, float dotNV ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n\nfloat getAARoughnessFactor(vec3 normal) {\n // Kaplanyan 2016, \"Stable specular highlights\"\n // Tokuyoshi 2017, \"Error Reduction and Simplification for Shading Anti-Aliasing\"\n // Tokuyoshi and Kaplanyan 2019, \"Improved Geometric Specular Antialiasing\"\n #ifdef HAS_DERIVATIVES\n vec3 dxy = max( abs(dFdx(normal)), abs(dFdy(normal)) );\n return max( max(dxy.x, dxy.y), dxy.z );\n #else\n return 0.0;\n #endif\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Aniso Bent Normals\n // Mc Alley https://www.gdcvault.com/play/1022235/Rendering-the-World-of-Far \n vec3 getAnisotropicBentNormal(Geometry geometry, vec3 n, float roughness) {\n vec3 anisotropyDirection = geometry.anisotropy >= 0.0 ? geometry.anisotropicB : geometry.anisotropicT;\n vec3 anisotropicTangent = cross(anisotropyDirection, geometry.viewDir);\n vec3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);\n // reduce stretching for (roughness < 0.2), refer to https://advances.realtimerendering.com/s2018/Siggraph%202018%20HDRP%20talk_with%20notes.pdf 80\n vec3 bentNormal = normalize( mix(n, anisotropicNormal, abs(geometry.anisotropy) * saturate( 5.0 * roughness)) );\n\n return bentNormal;\n }\n#endif\n\nvoid initGeometry(out Geometry geometry, bool isFrontFacing){\n geometry.position = v_pos;\n #ifdef CAMERA_ORTHOGRAPHIC\n geometry.viewDir = -camera_Forward;\n #else\n geometry.viewDir = normalize(camera_Position - v_pos);\n #endif\n #if defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) || defined(MATERIAL_ENABLE_ANISOTROPY)\n mat3 tbn = getTBN(isFrontFacing);\n #endif\n\n #ifdef MATERIAL_HAS_NORMALTEXTURE\n geometry.normal = getNormalByNormalTexture(tbn, material_NormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.normal = getNormal(isFrontFacing);\n #endif\n\n geometry.dotNV = saturate( dot(geometry.normal, geometry.viewDir) );\n\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n geometry.clearCoatNormal = getNormalByNormalTexture(tbn, material_ClearCoatNormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.clearCoatNormal = getNormal(isFrontFacing);\n #endif\n geometry.clearCoatDotNV = saturate( dot(geometry.clearCoatNormal, geometry.viewDir) );\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float anisotropy = material_AnisotropyInfo.z;\n vec3 anisotropicDirection = vec3(material_AnisotropyInfo.xy, 0.0);\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n vec3 anisotropyTextureInfo = texture2D( material_AnisotropyTexture, v_uv ).rgb;\n anisotropy *= anisotropyTextureInfo.b;\n anisotropicDirection.xy *= anisotropyTextureInfo.rg * 2.0 - 1.0;\n #endif\n\n geometry.anisotropy = anisotropy;\n geometry.anisotropicT = normalize(tbn * anisotropicDirection);\n geometry.anisotropicB = normalize(cross(geometry.normal, geometry.anisotropicT));\n #endif\n}\n\nvoid initMaterial(out Material material, inout Geometry geometry){\n vec4 baseColor = material_BaseColor;\n float metal = material_Metal;\n float roughness = material_Roughness;\n float alphaCutoff = material_AlphaCutoff;\n material.IOR = material_IOR;\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n baseColor *= texture2DSRGB(material_BaseTexture, v_uv);\n #endif\n\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n baseColor *= v_color;\n #endif\n\n\n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if( baseColor.a < alphaCutoff ) {\n discard;\n }\n #endif\n\n #ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n vec4 metalRoughMapColor = texture2D( material_RoughnessMetallicTexture, v_uv );\n roughness *= metalRoughMapColor.g;\n metal *= metalRoughMapColor.b;\n #endif\n\n // Specular\n material.specularIntensity = material_SpecularIntensity;\n material.specularColor = material_SpecularColor;\n #ifdef MATERIAL_HAS_SPECULAR_TEXTURE\n material.specularIntensity *= texture2D( material_SpecularIntensityTexture, v_uv ).a;\n #endif\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n material.clearCoat = material_ClearCoat;\n material.clearCoatRoughness = material_ClearCoatRoughness;\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n material.clearCoat *= texture2D( material_ClearCoatTexture, v_uv ).r;\n #endif\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n material.clearCoatRoughness *= texture2D( material_ClearCoatRoughnessTexture, v_uv ).g;\n #endif\n material.clearCoat = saturate( material.clearCoat );\n material.clearCoatRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.clearCoatRoughness + getAARoughnessFactor(geometry.clearCoatNormal), 1.0));\n #endif\n\n #ifdef MATERIAL_IS_TRANSPARENT\n material.opacity = baseColor.a;\n #else\n material.opacity = 1.0;\n #endif\n\n material.roughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(roughness + getAARoughnessFactor(geometry.normal), 1.0));\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n geometry.anisotropicN = getAnisotropicBentNormal(geometry, geometry.normal, material.roughness);\n #endif\n\n vec3 dielectricBaseF0 = vec3(pow2( (material.IOR - 1.0) / (material.IOR + 1.0) ));\n vec3 dielectricF0 = min(dielectricBaseF0 * material.specularColor , vec3(1.0)) * material.specularIntensity;\n float dielectricF90 = material.specularIntensity; \n\n material.specularF0 = mix(dielectricF0, baseColor.rgb, metal);\n material.specularF90 = mix(dielectricF90, 1.0, metal);\n material.resolvedSpecularF0 = material.specularF0;\n\n // Simplify: albedoColor * mix((1.0 - max(max(dielectricF0.r,dielectricF0.g),dielectricF0.b)), 0.0, metallic);\n material.diffuseColor = baseColor.rgb * (1.0 - metal) * (1.0 - max(max(dielectricF0.r,dielectricF0.g),dielectricF0.b));\n // Environment BRDF\n vec2 dfg = envDFGApprox(material.roughness, geometry.dotNV);\n\n // AO\n float diffuseAO = 1.0;\n float specularAO = 1.0;\n\n #ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n vec2 aoUV = v_uv;\n #ifdef RENDERER_HAS_UV1\n if(material_OcclusionTextureCoord == 1.0){\n aoUV = v_uv1;\n }\n #endif\n diffuseAO = ((texture2D(material_OcclusionTexture, aoUV)).r - 1.0) * material_OcclusionIntensity + 1.0;\n #endif\n\n #ifdef SCENE_ENABLE_AMBIENT_OCCLUSION\n float ambientAO = evaluateAmbientOcclusion((v_PositionCS.xy / v_PositionCS.w) * 0.5 + 0.5);\n diffuseAO = min(diffuseAO, ambientAO);\n #endif\n\n #if (defined(MATERIAL_HAS_OCCLUSION_TEXTURE) || defined(SCENE_ENABLE_AMBIENT_OCCLUSION))&& defined(SCENE_USE_SPECULAR_ENV) \n specularAO = saturate( pow( geometry.dotNV + diffuseAO, exp2( - 16.0 * material.roughness - 1.0 ) ) - 1.0 + diffuseAO );\n #endif\n\n material.diffuseAO = diffuseAO;\n material.specularAO = specularAO;\n\n // Sheen\n #ifdef MATERIAL_ENABLE_SHEEN\n vec3 sheenColor = material_SheenColor;\n #ifdef MATERIAL_HAS_SHEEN_TEXTURE\n sheenColor *= texture2DSRGB(material_SheenTexture, v_uv).rgb;\n #endif\n material.sheenColor = sheenColor;\n\n material.sheenRoughness = material_SheenRoughness;\n #ifdef MATERIAL_HAS_SHEEN_ROUGHNESS_TEXTURE\n material.sheenRoughness *= texture2D(material_SheenRoughnessTexture, v_uv).a;\n #endif\n\n material.sheenRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.sheenRoughness + getAARoughnessFactor(geometry.normal), 1.0));\n material.approxIBLSheenDG = prefilteredSheenDFG(geometry.dotNV, material.sheenRoughness);\n material.sheenScaling = 1.0 - material.approxIBLSheenDG * max(max(material.sheenColor.r, material.sheenColor.g), material.sheenColor.b);\n #endif\n\n // Iridescence\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n material.iridescenceFactor = material_IridescenceInfo.x;\n material.iridescenceIOR = material_IridescenceInfo.y;\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_THICKNESS_TEXTURE\n float iridescenceThicknessWeight = texture2D( material_IridescenceThicknessTexture, v_uv).g;\n material.iridescenceThickness = mix(material_IridescenceInfo.z, material_IridescenceInfo.w, iridescenceThicknessWeight);\n #else\n material.iridescenceThickness = material_IridescenceInfo.w;\n #endif\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_TEXTURE\n material.iridescenceFactor *= texture2D( material_IridescenceTexture, v_uv).r;\n #endif\n \n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n float topIOR = 1.0;\n material.iridescenceSpecularColor = evalIridescenceSpecular(topIOR, geometry.dotNV, material.iridescenceIOR, material.specularF0, material.specularF90, material.iridescenceThickness);\n material.resolvedSpecularF0 = mix(material.resolvedSpecularF0, material.iridescenceSpecularColor, material.iridescenceFactor);\n #endif\n #endif\n\n material.envSpecularDFG = material.resolvedSpecularF0 * dfg.x + material.specularF90 * dfg.y;\n\n // Multi-scattering energy compensation\n // Ref: Kulla & Conty 2017, \"Revisiting Physically Based Shading at Imageworks\"\n // Ref: Lagarde & Golubev 2018, simplified multiplier approach\n material.energyCompensation = 1.0 + material.resolvedSpecularF0 * (1.0 / max(dfg.x + dfg.y, EPSILON) - 1.0);\n\n // Transmission\n #ifdef MATERIAL_ENABLE_TRANSMISSION \n material.transmission = material_Transmission;\n #ifdef MATERIAL_HAS_TRANSMISSION_TEXTURE\n material.transmission *= texture2D(material_TransmissionTexture, v_uv).r;\n #endif\n\n #ifdef MATERIAL_HAS_THICKNESS\n material.absorptionCoefficient = -log(material_AttenuationColor + HALF_EPS) / max(HALF_EPS, material_AttenuationDistance);\n material.thickness = max(material_Thickness, 0.0001);\n #ifdef MATERIAL_HAS_THICKNESS_TEXTURE\n material.thickness *= texture2D( material_ThicknessTexture, v_uv).g;\n #endif\n #endif \n #endif\n}\n\n"; // eslint-disable-line
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  var brdf = "\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform sampler2D scene_PrefilteredDFG;\n#endif\n\nfloat F_Schlick(float f0, float f90, float dotLH) {\n\treturn f0 + (f90 - f0) * (pow(1.0 - dotLH, 5.0));\n}\n\nvec3 F_Schlick(vec3 f0, float f90, float dotLH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\n\treturn (f90 - f0 ) * fresnel + f0;\n\n}\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat G_GGX_SmithCorrelated(float alpha, float dotNL, float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\n\treturn 0.5 / max( gv + gl, EPSILON );\n\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Heitz 2014, \"Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs\"\n // Heitz http://jcgt.org/published/0003/02/03/paper.pdf\n float G_GGX_SmithCorrelated_Anisotropic(float at, float ab, float ToV, float BoV, float ToL, float BoL, float NoV, float NoL) {\n float lambdaV = NoL * length(vec3(at * ToV, ab * BoV, NoV));\n float lambdaL = NoV * length(vec3(at * ToL, ab * BoL, NoL));\n return 0.5 / max(lambdaV + lambdaL, EPSILON);\n }\n#endif\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is \"roughness squared\" in Disney’s reparameterization\nfloat D_GGX(float alpha, float dotNH ) {\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\n\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n\n}\n\n#ifdef MATERIAL_ENABLE_SHEEN\n // http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf\n float D_Charlie(float roughness, float dotNH) {\n float invAlpha = 1.0 / roughness;\n float cos2h = dotNH * dotNH;\n float sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n }\n\n // Neubelt and Pettineo 2013, \"Crafting a Next-gen Material Pipeline for The Order: 1886\".\n float V_Neubelt(float NoV, float NoL) {\n return saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n }\n\n vec3 sheenBRDF(vec3 incidentDirection, Geometry geometry, vec3 sheenColor, float sheenRoughness) {\n vec3 halfDir = normalize(incidentDirection + geometry.viewDir);\n float dotNL = saturate(dot(geometry.normal, incidentDirection));\n float dotNH = saturate(dot(geometry.normal, halfDir));\n float D = D_Charlie(sheenRoughness, dotNH);\n float V = V_Neubelt(geometry.dotNV, dotNL);\n vec3 F = sheenColor;\n return D * V * F;\n }\n\n float prefilteredSheenDFG(float dotNV, float sheenRoughness) {\n #ifdef HAS_TEX_LOD\n return texture2DLodEXT(scene_PrefilteredDFG, vec2(dotNV, sheenRoughness), 0.0).b;\n #else\n return texture2D(scene_PrefilteredDFG, vec2(dotNV, sheenRoughness),0.0).b;\n #endif \n }\n#endif\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // GGX Distribution Anisotropic\n // https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf Addenda\n float D_GGX_Anisotropic(float at, float ab, float ToH, float BoH, float NoH) {\n float a2 = at * ab;\n vec3 d = vec3(ab * ToH, at * BoH, a2 * NoH);\n float d2 = dot(d, d);\n float b2 = a2 / d2;\n return a2 * b2 * b2 * RECIPROCAL_PI;\n }\n#endif\n\nfloat DG_GGX(float alpha, float dotNV, float dotNL, float dotNH) {\n\tfloat D = D_GGX( alpha, dotNH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n return G * D;\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n float DG_GGX_anisotropic(vec3 h, vec3 l, Geometry geometry, float alpha, float dotNV, float dotNL, float dotNH) {\n vec3 t = geometry.anisotropicT;\n vec3 b = geometry.anisotropicB;\n vec3 v = geometry.viewDir;\n\n float dotTV = dot(t, v);\n float dotBV = dot(b, v);\n float dotTL = dot(t, l);\n float dotBL = dot(b, l);\n float dotTH = dot(t, h);\n float dotBH = dot(b, h);\n\n // Aniso parameter remapping\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf page 24\n float at = max(alpha * (1.0 + geometry.anisotropy), MIN_ROUGHNESS);\n float ab = max(alpha * (1.0 - geometry.anisotropy), MIN_ROUGHNESS);\n\n // specular anisotropic BRDF\n float D = D_GGX_Anisotropic(at, ab, dotTH, dotBH, dotNH);\n float G = G_GGX_SmithCorrelated_Anisotropic(at, ab, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);\n\n return G * D;\n }\n#endif\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n vec3 iorToFresnel0(vec3 transmittedIOR, float incidentIOR) {\n return pow((transmittedIOR - incidentIOR) / (transmittedIOR + incidentIOR),vec3(2.0));\n } \n\n float iorToFresnel0(float transmittedIOR, float incidentIOR) {\n return pow((transmittedIOR - incidentIOR) / (transmittedIOR + incidentIOR),2.0);\n } \n\n // Assume air interface for top\n // Note: We don't handle the case fresnel0 == 1\n vec3 fresnelToIOR(vec3 f0){\n vec3 sqrtF0 = sqrt(f0);\n return (vec3(1.0) + sqrtF0) / (vec3(1.0) - sqrtF0);\n }\n\n // Fresnel equations for dielectric/dielectric interfaces.\n // Ref: https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html\n // Evaluation XYZ sensitivity curves in Fourier space\n vec3 evalSensitivity(float opd, vec3 shift){\n // Use Gaussian fits, given by 3 parameters: val, pos and var\n float phase = 2.0 * PI * opd * 1.0e-9;\n const vec3 val = vec3(5.4856e-13, 4.4201e-13, 5.2481e-13);\n const vec3 pos = vec3(1.6810e+06, 1.7953e+06, 2.2084e+06);\n const vec3 var = vec3(4.3278e+09, 9.3046e+09, 6.6121e+09);\n vec3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * pow2(phase));\n xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(-4.5282e+09 * pow2(phase));\n xyz /= 1.0685e-7;\n // XYZ to RGB color space\n const mat3 XYZ_TO_RGB = mat3( 3.2404542, -0.9692660, 0.0556434,\n -1.5371385, 1.8760108, -0.2040259,\n -0.4985314, 0.0415560, 1.0572252);\n vec3 rgb = XYZ_TO_RGB * xyz;\n return rgb;\n }\n\n vec3 evalIridescenceSpecular(float outsideIOR, float dotNV, float thinIOR, vec3 baseF0, float baseF90, float iridescenceThickness){ \n vec3 iridescence = vec3(1.0);\n // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0\n float iridescenceIOR = mix( outsideIOR, thinIOR, smoothstep( 0.0, 0.03, iridescenceThickness ) );\n // Evaluate the cosTheta on the base layer (Snell law)\n float sinTheta2Sq = pow( outsideIOR / iridescenceIOR, 2.0) * (1.0 - pow( dotNV, 2.0));\n float cosTheta2Sq = 1.0 - sinTheta2Sq;\n // Handle total internal reflection\n if (cosTheta2Sq < 0.0) {\n return iridescence;\n }\n float cosTheta2 = sqrt(cosTheta2Sq);\n \n // First interface\n float f0 = iorToFresnel0(iridescenceIOR, outsideIOR);\n float reflectance = F_Schlick(f0, baseF90, dotNV);\n float t121 = 1.0 - reflectance;\n float phi12 = 0.0;\n // iridescenceIOR has limited greater than 1.0\n // if (iridescenceIOR < outsideIOR) {phi12 = PI;} \n float phi21 = PI - phi12;\n \n // Second interface\n vec3 baseIOR = fresnelToIOR(clamp(baseF0, 0.0, 0.9999)); // guard against 1.0\n vec3 r1 = iorToFresnel0(baseIOR, iridescenceIOR);\n vec3 r23 = F_Schlick(r1, baseF90, cosTheta2);\n vec3 phi23 =vec3(0.0);\n if (baseIOR[0] < iridescenceIOR) {phi23[0] = PI;}\n if (baseIOR[1] < iridescenceIOR) {phi23[1] = PI;}\n if (baseIOR[2] < iridescenceIOR) {phi23[2] = PI;}\n \n // Phase shift\n float opd = 2.0 * iridescenceIOR * iridescenceThickness * cosTheta2;\n vec3 phi = vec3(phi21) + phi23;\n \n // Compound terms\n vec3 r123 = clamp(reflectance * r23, 1e-5, 0.9999);\n vec3 sr123 = sqrt(r123);\n vec3 rs = pow2(t121) * r23 / (vec3(1.0) - r123);\n // Reflectance term for m = 0 (DC term amplitude)\n vec3 c0 = reflectance + rs;\n iridescence = c0;\n // Reflectance term for m > 0 (pairs of diracs)\n vec3 cm = rs - t121;\n for (int m = 1; m <= 2; ++m) {\n cm *= sr123;\n vec3 sm = 2.0 * evalSensitivity(float(m) * opd, float(m) * phi);\n iridescence += cm * sm;\n }\n return iridescence = max(iridescence, vec3(0.0)); \n }\n#endif\n\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\nvec3 BRDF_Specular_GGX(vec3 incidentDirection, Geometry geometry, Material material, vec3 normal, vec3 specularColor, float roughness ) {\n\n\tfloat alpha = pow2( roughness ); // UE4's roughness\n\n\tvec3 halfDir = normalize( incidentDirection + geometry.viewDir );\n\n\tfloat dotNL = saturate( dot( normal, incidentDirection ) );\n\tfloat dotNV = saturate( dot( normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentDirection, halfDir ) );\n\n vec3 F = F_Schlick( specularColor, material.specularF90, dotLH );\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n F = mix(F, material.iridescenceSpecularColor, material.iridescenceFactor);\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float GD = DG_GGX_anisotropic(halfDir, incidentDirection, geometry, alpha, dotNV, dotNL, dotNH);\n #else\n float GD = DG_GGX(alpha, dotNV, dotNL, dotNH);\n #endif\n\n return F * GD;\n}\n\nvec3 BRDF_Diffuse_Lambert(vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\n"; // eslint-disable-line
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9843
  var direct_irradiance_frag_define = "#include <ShadowFragmentDeclaration>\n\nvoid sheenLobe(Geometry geometry, Material material, vec3 incidentDirection, vec3 attenuationIrradiance, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n specularColor += attenuationIrradiance * sheenBRDF(incidentDirection, geometry, material.sheenColor, material.sheenRoughness);\n #endif\n}\n\nvoid addDirectRadiance(vec3 incidentDirection, vec3 color, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n float attenuation = 1.0;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoatDotNL = saturate( dot( geometry.clearCoatNormal, incidentDirection ) );\n vec3 clearCoatIrradiance = clearCoatDotNL * color;\n\n reflectedLight.directSpecular += material.clearCoat * clearCoatIrradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.clearCoatNormal, vec3( 0.04 ), material.clearCoatRoughness );\n attenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n #endif\n\n float dotNL = saturate( dot( geometry.normal, incidentDirection ) );\n vec3 irradiance = dotNL * color * PI;\n\n reflectedLight.directSpecular += attenuation * irradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.normal, material.specularF0, material.roughness) * material.energyCompensation;\n reflectedLight.directDiffuse += attenuation * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n // Sheen Lobe\n sheenLobe(geometry, material, incidentDirection, attenuation * irradiance, reflectedLight.directDiffuse, reflectedLight.directSpecular);\n\n}\n\n#ifdef SCENE_DIRECT_LIGHT_COUNT\n\n void addDirectionalDirectLightRadiance(DirectLight directionalLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n vec3 color = directionalLight.color;\n vec3 direction = -directionalLight.direction;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n }\n\n#endif\n\n#ifdef SCENE_POINT_LIGHT_COUNT\n\n\tvoid addPointDirectLightRadiance(PointLight pointLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tvec3 color = pointLight.color;\n\t\tcolor *= clamp(1.0 - pow(lightDistance/pointLight.distance, 4.0), 0.0, 1.0);\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\n#ifdef SCENE_SPOT_LIGHT_COUNT\n\n\tvoid addSpotDirectLightRadiance(SpotLight spotLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( direction, -spotLight.direction );\n\n\t\tfloat spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos );\n\t\tfloat decayEffect = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0);\n\n\t\tvec3 color = spotLight.color;\n\t\tcolor *= spotEffect * decayEffect;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n\n#endif\n\nvoid addTotalDirectRadiance(Geometry geometry, Material material, inout ReflectedLight reflectedLight){\n float shadowAttenuation = 1.0;\n\n #ifdef SCENE_DIRECT_LIGHT_COUNT\n shadowAttenuation = 1.0;\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n shadowAttenuation *= sampleShadowMap();\n #endif\n\n DirectLight directionalLight;\n for ( int i = 0; i < SCENE_DIRECT_LIGHT_COUNT; i ++ ) {\n // warning: use `continue` syntax may trigger flickering bug in safri 16.1.\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_DirectLightCullingMask[i])){\n directionalLight.color = scene_DirectLightColor[i];\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n if (i == 0) { // Sun light index is always 0\n directionalLight.color *= shadowAttenuation;\n }\n #endif\n directionalLight.direction = scene_DirectLightDirection[i];\n addDirectionalDirectLightRadiance( directionalLight, geometry, material, reflectedLight );\n }\n }\n\n #endif\n\n #ifdef SCENE_POINT_LIGHT_COUNT\n\n PointLight pointLight;\n\n for ( int i = 0; i < SCENE_POINT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_PointLightCullingMask[i])){\n pointLight.color = scene_PointLightColor[i];\n pointLight.position = scene_PointLightPosition[i];\n pointLight.distance = scene_PointLightDistance[i];\n\n addPointDirectLightRadiance( pointLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n\n #ifdef SCENE_SPOT_LIGHT_COUNT\n\n SpotLight spotLight;\n\n for ( int i = 0; i < SCENE_SPOT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_SpotLightCullingMask[i])){\n spotLight.color = scene_SpotLightColor[i];\n spotLight.position = scene_SpotLightPosition[i];\n spotLight.direction = scene_SpotLightDirection[i];\n spotLight.distance = scene_SpotLightDistance[i];\n spotLight.angleCos = scene_SpotLightAngleCos[i];\n spotLight.penumbraCos = scene_SpotLightPenumbraCos[i];\n\n addSpotDirectLightRadiance( spotLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n}"; // eslint-disable-line
9844
- var ibl_frag_define = "// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n normal.x = -normal.x;\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\n\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n reflectVec.x = -reflectVec.x; // TextureCube is left-hand,so x need inverse\n \n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef SCENE_IS_DECODE_ENV_RGBM\n envMapColor.rgb = RGBMToLinear(envMapColor, 5.0).rgb;\n #elif defined(ENGINE_NO_SRGB)\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
9844
+ var ibl_frag_define = "// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n normal.x = -normal.x;\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\n\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n reflectVec.x = -reflectVec.x; // TextureCube is left-hand,so x need inverse\n \n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef ENGINE_NO_SRGB\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
9845
9845
  var pbr_frag = "Geometry geometry;\nMaterial material;\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\ninitGeometry(geometry, gl_FrontFacing);\ninitMaterial(material, geometry);\n\n// Direct Light\naddTotalDirectRadiance(geometry, material, reflectedLight);\n\n// IBL diffuse\n#ifdef SCENE_USE_SH\n vec3 irradiance = getLightProbeIrradiance(scene_EnvSH, geometry.normal);\n irradiance *= scene_EnvMapLight.diffuseIntensity;\n#else\n vec3 irradiance = scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity;\n irradiance *= PI;\n#endif\n\nreflectedLight.indirectDiffuse += material.diffuseAO * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n// IBL specular\nvec3 radiance = getLightProbeRadiance(geometry, geometry.normal, material.roughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity);\nfloat radianceAttenuation = 1.0;\n\n// IBL Clear Coat\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatRadiance = getLightProbeRadiance( geometry, geometry.clearCoatNormal, material.clearCoatRoughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity );\n\n reflectedLight.indirectSpecular += material.specularAO * clearCoatRadiance * material.clearCoat * envBRDFApprox(vec3( 0.04 ), 1.0, material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n#endif\n\nreflectedLight.indirectSpecular += material.specularAO * radianceAttenuation * radiance * envBRDFApprox(material.resolvedSpecularF0, material.specularF90, material.roughness, geometry.dotNV) * material.energyCompensation;\n\n\n// IBL Sheen\nevaluateSheenIBL(geometry, material, radianceAttenuation, reflectedLight.indirectDiffuse, reflectedLight.indirectSpecular);\n\n\n// Final color\nvec3 totalDiffuseColor = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\nvec3 totalSpecularColor = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 refractionTransmitted = evaluateTransmission(geometry, material);\n totalDiffuseColor = mix(totalDiffuseColor, refractionTransmitted, material.transmission);\n#endif\n\nvec4 finalColor = vec4(totalDiffuseColor + totalSpecularColor, material.opacity);\n\n\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n emissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_uv).rgb;\n#endif\n\nfinalColor.rgb += emissiveRadiance;\n\n\ngl_FragColor = finalColor;\n"; // eslint-disable-line
9846
9846
  var btdf = "#include <refraction>\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n uniform sampler2D camera_OpaqueTexture;\n vec3 evaluateTransmission(Geometry geometry, Material material) {\n RefractionModelResult ray;\n #if REFRACTION_MODE == 0 \n // RefractionMode.Sphere\n refractionModelSphere(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #elif REFRACTION_MODE == 1\n // RefractionMode.Planar\n refractionModelPlanar(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #endif\n\n vec3 refractedRayExit = ray.positionExit;\n\n // We calculate the screen space position of the refracted point\n vec4 samplingPositionNDC = camera_ProjMat * camera_ViewMat * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = (samplingPositionNDC.xy / samplingPositionNDC.w) * 0.5 + 0.5;\n\n // Sample the opaque texture to get the transmitted light\n vec3 refractionTransmitted = texture2DSRGB(camera_OpaqueTexture, refractionCoords).rgb;\n refractionTransmitted *= material.diffuseColor;\n \n // Use specularFGD as an approximation of the fresnel effect\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf\n refractionTransmitted *= (1.0 - material.envSpecularDFG);\n\n #ifdef MATERIAL_HAS_THICKNESS\n // Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf\n vec3 transmittance = min(vec3(1.0), exp(-material.absorptionCoefficient * ray.transmissionLength));\n refractionTransmitted *= transmittance;\n #endif\n \n return refractionTransmitted;\n }\n#endif"; // eslint-disable-line
9847
9847
  var refraction = "#ifdef MATERIAL_ENABLE_TRANSMISSION \n\tstruct RefractionModelResult {\n\t float transmissionLength; // length of the transmission during refraction through the shape\n\t vec3 positionExit; // out ray position\n\t // vec3 directionExit; // out ray direction\n\t};\n\n\t//https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/refraction-models.html\n\t void refractionModelSphere(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R1 = refract(V, normalWS, 1.0 / ior);\n\t // Center of the tangent sphere\n\t // vec3 C = positionWS - normalWS * thickness * 0.5;\n\n\t // Second refraction (tangent sphere out)\n\t float dist = dot(-normalWS, R1) * thickness;\n\t // Out hit point in the tangent sphere\n\t vec3 P1 = positionWS + R1 * dist;\n\t // Out normal\n\t // vec3 N1 = safeNormalize(C - P1);\n\t // Out refracted ray\n\t // vec3 R2 = refract(R1, N1, ior);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = P1;\n\t // ray.directionExit = R2; \n\t}\n\n\tvoid refractionModelPlanar(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R = refract(V, normalWS, 1.0 / ior);\n\t // Optical depth within the thin plane\n\t float dist = thickness / max(dot(-normalWS, R), 1e-5f);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = vec3(positionWS + R * dist);\n\t // ray.directionExit = V;\n\t}\n\n#endif"; // eslint-disable-line
@@ -28926,7 +28926,6 @@ PrimitiveChunk.subMeshPool = new ReturnableObjectPool(SubMesh, 10);
28926
28926
  /** Sprite Atlas. */ AssetType["SpriteAtlas"] = "SpriteAtlas";
28927
28927
  /** Ambient light. */ AssetType["Env"] = "Environment";
28928
28928
  /** Scene. */ AssetType["Scene"] = "Scene";
28929
- /** HDR to cube. */ AssetType["HDR"] = "HDR";
28930
28929
  /** Font. */ AssetType["Font"] = "Font";
28931
28930
  /** Source Font, include ttf, otf and woff. */ AssetType["SourceFont"] = "SourceFont";
28932
28931
  /** AudioClip, include ogg, wav and mp3. */ AssetType["Audio"] = "Audio";
@@ -29340,7 +29339,6 @@ var MultiExecutor = /*#__PURE__*/ function() {
29340
29339
  this._contentRestorerPool = Object.create(null);
29341
29340
  this._subAssetPromiseCallbacks = {};
29342
29341
  this./** @internal */ _objectPool = Object.create(null);
29343
- this./** @internal */ _idResourceMap = Object.create(null);
29344
29342
  this./** @internal */ _virtualPathResourceMap = Object.create(null);
29345
29343
  }
29346
29344
  var _proto = ResourceManager.prototype;
@@ -29739,30 +29737,29 @@ var MultiExecutor = /*#__PURE__*/ function() {
29739
29737
  * @internal
29740
29738
  * @beta Just for internal editor, not recommended for developers.
29741
29739
  */ _proto.getResourceByRef = function getResourceByRef(ref) {
29742
- var refId = ref.refId, key = ref.key, isClone = ref.isClone;
29743
- var obj = this._objectPool[refId];
29744
- var promise;
29745
- if (obj) {
29746
- promise = AssetPromise.resolve(obj);
29747
- } else {
29748
- var resourceConfig = this._idResourceMap[refId];
29749
- if (!resourceConfig) {
29750
- Logger.warn("refId:" + refId + " is not find in this._idResourceMap.");
29751
- return AssetPromise.resolve(null);
29752
- }
29753
- var url = resourceConfig.virtualPath;
29754
- if (key) {
29755
- url += "?q=" + key;
29756
- }
29757
- promise = this.load({
29758
- url: url,
29759
- type: resourceConfig.type,
29760
- params: resourceConfig.params
29761
- });
29740
+ var url = ref.url, key = ref.key, isClone = ref.isClone;
29741
+ if (!url) {
29742
+ Logger.warn("ResourceManager.getResourceByRef: url is empty.");
29743
+ return AssetPromise.resolve(null);
29744
+ }
29745
+ var cached = this._objectPool[url];
29746
+ if (cached) {
29747
+ return AssetPromise.resolve(isClone ? cached.clone() : cached);
29748
+ }
29749
+ var mapped = this._virtualPathResourceMap[url];
29750
+ if (!mapped) {
29751
+ Logger.warn('ResourceManager.getResourceByRef: url "' + url + '" not found in virtualPathResourceMap.');
29752
+ return AssetPromise.resolve(null);
29762
29753
  }
29763
- return promise.then(function(item) {
29764
- return isClone ? item.clone() : item;
29754
+ var loadUrl = key ? url + "?q=" + key : url;
29755
+ var promise = this.load({
29756
+ url: loadUrl,
29757
+ type: mapped.type,
29758
+ params: mapped.params
29765
29759
  });
29760
+ return isClone ? promise.then(function(item) {
29761
+ return item.clone();
29762
+ }) : promise;
29766
29763
  };
29767
29764
  /**
29768
29765
  * @internal
@@ -29771,7 +29768,6 @@ var MultiExecutor = /*#__PURE__*/ function() {
29771
29768
  var _this = this;
29772
29769
  config.forEach(function(element) {
29773
29770
  _this._virtualPathResourceMap[element.virtualPath] = element;
29774
- _this._idResourceMap[element.id] = element;
29775
29771
  if (element.dependentAssetMap) {
29776
29772
  _this._virtualPathResourceMap[element.virtualPath].dependentAssetMap = element.dependentAssetMap;
29777
29773
  }
@@ -31089,7 +31085,7 @@ var pbrFs = "#include <common>\n#include <camera_declare>\n#include <transform_d
31089
31085
  var pbrVs = "#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\n#include <PositionClipSpaceDeclaration>\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <begin_normal_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <uv_vert>\n #include <color_vert>\n #include <normal_vert>\n #include <worldpos_vert>\n #include <position_vert>\n\n #include <ShadowVertex>\n #include <FogVertex>\n #include <PositionClipSpaceVertex>\n}\n"; // eslint-disable-line
31090
31086
  var shadowMapFs = "#ifdef ENGINE_NO_DEPTH_TEXTURE\n /**\n * Decompose and save depth value.\n */\n vec4 pack (float depth) {\n // Use rgba 4 bytes with a total of 32 bits to store the z value, and the accuracy of 1 byte is 1/256.\n const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);\n const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);\n\n vec4 rgbaDepth = fract(depth * bitShift); // Calculate the z value of each point\n\n // Cut off the value which do not fit in 8 bits\n rgbaDepth -= rgbaDepth.gbaa * bitMask;\n\n return rgbaDepth;\n }\n#endif\n\n\nuniform vec4 material_BaseColor;\nuniform sampler2D material_BaseTexture;\nuniform float material_AlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main() {\n #if defined(MATERIAL_IS_ALPHA_CUTOFF) || (defined(SCENE_ENABLE_TRANSPARENT_SHADOW) && defined(MATERIAL_IS_TRANSPARENT))\n float alpha = material_BaseColor.a;\n #ifdef MATERIAL_HAS_BASETEXTURE\n alpha *= texture2D(material_BaseTexture, v_uv).a;\n #endif\n \n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if(alpha < material_AlphaCutoff){\n discard;\n }\n #endif\n \n #if defined(SCENE_ENABLE_TRANSPARENT_SHADOW) && defined(MATERIAL_IS_TRANSPARENT)\n // Interleaved gradient noise\n float noise = fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), gl_FragCoord.xy)));\n if (alpha <= noise) {\n discard;\n };\n #endif\n #endif\n\n #ifdef ENGINE_NO_DEPTH_TEXTURE\n gl_FragColor = pack(gl_FragCoord.z);\n #else\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n #endif\n}"; // eslint-disable-line
31091
31087
  var shadowMapVs = "#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <normal_share>\n#include <uv_share>\nuniform mat4 camera_VPMat;\nuniform vec2 scene_ShadowBias; // x: depth bias, y: normal bias\nuniform vec3 scene_LightDirection;\n\nvec3 applyShadowBias(vec3 positionWS) {\n positionWS -= scene_LightDirection * scene_ShadowBias.x;\n return positionWS;\n}\n\nvec3 applyShadowNormalBias(vec3 positionWS, vec3 normalWS) {\n float invNdotL = 1.0 - clamp(dot(-scene_LightDirection, normalWS), 0.0, 1.0);\n float scale = invNdotL * scene_ShadowBias.y;\n positionWS += normalWS * vec3(scale);\n return positionWS;\n}\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <begin_normal_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <uv_vert>\n \n vec4 positionWS = renderer_ModelMat * position;\n\n positionWS.xyz = applyShadowBias(positionWS.xyz);\n #ifndef MATERIAL_OMIT_NORMAL\n #ifdef RENDERER_HAS_NORMAL\n vec3 normalWS = normalize( mat3(renderer_NormalMat) * normal );\n positionWS.xyz = applyShadowNormalBias(positionWS.xyz, normalWS);\n #endif\n #endif\n\n\n vec4 positionCS = camera_VPMat * positionWS;\n positionCS.z = max(positionCS.z, -1.0);// clamp to min ndc z\n\n gl_Position = positionCS;\n\n}\n"; // eslint-disable-line
31092
- var skyboxFs = "#include <common>\nuniform samplerCube material_CubeTexture;\n\nvarying vec3 v_cubeUV;\nuniform float material_Exposure;\nuniform vec4 material_TintColor;\n\nvoid main() {\n vec4 textureColor = textureCube( material_CubeTexture, v_cubeUV );\n\n #ifdef MATERIAL_IS_DECODE_SKY_RGBM\n textureColor = RGBMToLinear(textureColor, 5.0);\n #elif defined(ENGINE_NO_SRGB)\n textureColor = sRGBToLinear(textureColor);\n #endif\n\n textureColor.rgb *= material_Exposure * material_TintColor.rgb;\n \n gl_FragColor = textureColor;\n}\n"; // eslint-disable-line
31088
+ var skyboxFs = "#include <common>\nuniform samplerCube material_CubeTexture;\n\nvarying vec3 v_cubeUV;\nuniform float material_Exposure;\nuniform vec4 material_TintColor;\n\nvoid main() {\n vec4 textureColor = textureCube( material_CubeTexture, v_cubeUV );\n\n #ifdef ENGINE_NO_SRGB\n textureColor = sRGBToLinear(textureColor);\n #endif\n\n textureColor.rgb *= material_Exposure * material_TintColor.rgb;\n \n gl_FragColor = textureColor;\n}\n"; // eslint-disable-line
31093
31089
  var skyboxVs = "#include <common_vert>\n\nuniform mat4 camera_VPMat;\n\nvarying vec3 v_cubeUV;\nuniform float material_Rotation;\n\nvec4 rotateY(vec4 v, float angle) {\n\tconst float deg2rad = 3.1415926 / 180.0;\n\tfloat radian = angle * deg2rad;\n\tfloat sina = sin(radian);\n\tfloat cosa = cos(radian);\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\n\treturn vec4(m * v.xz, v.yw).xzyw;\n}\n\nvoid main() {\n v_cubeUV = vec3( -POSITION.x, POSITION.yz ); // TextureCube is left-hand,so x need inverse\n gl_Position = camera_VPMat * rotateY(vec4(POSITION, 1.0), material_Rotation);\n}\n"; // eslint-disable-line
31094
31090
  var spriteMaskFs = "uniform sampler2D renderer_MaskTexture;\nuniform float renderer_MaskAlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main()\n{\n vec4 color = texture2D(renderer_MaskTexture, v_uv);\n if (color.a < renderer_MaskAlphaCutoff) {\n discard;\n }\n\n gl_FragColor = color;\n}\n"; // eslint-disable-line
31095
31091
  var spriteMaskVs = "uniform mat4 camera_VPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\n\nvarying vec2 v_uv;\n\nvoid main()\n{\n gl_Position = camera_VPMat * vec4(POSITION, 1.0);\n v_uv = TEXCOORD_0;\n}\n"; // eslint-disable-line
@@ -32254,7 +32250,7 @@ ShaderPool.init();
32254
32250
  _inherits$2(AmbientLight, ReferResource);
32255
32251
  function AmbientLight(engine) {
32256
32252
  var _this;
32257
- _this = ReferResource.call(this, engine) || this, _this._diffuseSolidColor = new Color(0.03696758874771872, 0.0421494543549785, 0.05455383078270364), _this._diffuseIntensity = 1.0, _this._specularIntensity = 1.0, _this._diffuseMode = DiffuseMode.SolidColor, _this._shArray = new Float32Array(27), _this._scenes = [], _this._specularTextureDecodeRGBM = false;
32253
+ _this = ReferResource.call(this, engine) || this, _this._diffuseSolidColor = new Color(0.03696758874771872, 0.0421494543549785, 0.05455383078270364), _this._diffuseIntensity = 1.0, _this._specularIntensity = 1.0, _this._diffuseMode = DiffuseMode.SolidColor, _this._shArray = new Float32Array(27), _this._scenes = [];
32258
32254
  return _this;
32259
32255
  }
32260
32256
  var _proto = AmbientLight.prototype;
@@ -32269,7 +32265,6 @@ ShaderPool.init();
32269
32265
  shaderData.setFloat(AmbientLight._specularIntensityProperty, this._specularIntensity);
32270
32266
  shaderData.setFloatArray(AmbientLight._diffuseSHProperty, this._shArray);
32271
32267
  this._setDiffuseMode(shaderData);
32272
- this._setSpecularTextureDecodeRGBM(shaderData);
32273
32268
  this._setSpecularTexture(shaderData);
32274
32269
  };
32275
32270
  /**
@@ -32299,13 +32294,6 @@ ShaderPool.init();
32299
32294
  sceneShaderData.disableMacro(AmbientLight._specularMacro);
32300
32295
  }
32301
32296
  };
32302
- _proto._setSpecularTextureDecodeRGBM = function _setSpecularTextureDecodeRGBM(sceneShaderData) {
32303
- if (this._specularTextureDecodeRGBM) {
32304
- sceneShaderData.enableMacro(AmbientLight._decodeRGBMMacro);
32305
- } else {
32306
- sceneShaderData.disableMacro(AmbientLight._decodeRGBMMacro);
32307
- }
32308
- };
32309
32297
  _proto._preComputeSH = function _preComputeSH(sh, out) {
32310
32298
  /**
32311
32299
  * Basis constants
@@ -32360,21 +32348,6 @@ ShaderPool.init();
32360
32348
  out[26] = src[26] * 0.429042;
32361
32349
  };
32362
32350
  _create_class$2(AmbientLight, [
32363
- {
32364
- key: "specularTextureDecodeRGBM",
32365
- get: /**
32366
- * Whether to decode from specularTexture with RGBM format.
32367
- */ function get() {
32368
- return this._specularTextureDecodeRGBM;
32369
- },
32370
- set: function set(value) {
32371
- this._specularTextureDecodeRGBM = value;
32372
- var scenes = this._scenes;
32373
- for(var i = 0, n = scenes.length; i < n; i++){
32374
- this._setSpecularTextureDecodeRGBM(scenes[i].shaderData);
32375
- }
32376
- }
32377
- },
32378
32351
  {
32379
32352
  key: "diffuseMode",
32380
32353
  get: /**
@@ -32472,7 +32445,6 @@ ShaderPool.init();
32472
32445
  }(ReferResource);
32473
32446
  AmbientLight._shMacro = ShaderMacro.getByName("SCENE_USE_SH");
32474
32447
  AmbientLight._specularMacro = ShaderMacro.getByName("SCENE_USE_SPECULAR_ENV");
32475
- AmbientLight._decodeRGBMMacro = ShaderMacro.getByName("SCENE_IS_DECODE_ENV_RGBM");
32476
32448
  AmbientLight._diffuseColorProperty = ShaderProperty.getByName("scene_EnvMapLight.diffuse");
32477
32449
  AmbientLight._diffuseSHProperty = ShaderProperty.getByName("scene_EnvSH");
32478
32450
  AmbientLight._diffuseIntensityProperty = ShaderProperty.getByName("scene_EnvMapLight.diffuseIntensity");
@@ -37447,7 +37419,7 @@ function _assert_this_initialized(self) {
37447
37419
  _inherits$2(SkyBoxMaterial, Material);
37448
37420
  function SkyBoxMaterial(engine) {
37449
37421
  var _this;
37450
- _this = Material.call(this, engine, Shader.find("skybox")) || this, _this._textureDecodeRGBM = false, _this._tintColor = new Color(1, 1, 1, 1);
37422
+ _this = Material.call(this, engine, Shader.find("skybox")) || this, _this._tintColor = new Color(1, 1, 1, 1);
37451
37423
  _this.renderState.rasterState.cullMode = CullMode.Off;
37452
37424
  _this.renderState.depthState.compareFunction = CompareFunction.LessEqual;
37453
37425
  _this.shaderData.setFloat(SkyBoxMaterial._rotationProp, 0);
@@ -37462,22 +37434,6 @@ function _assert_this_initialized(self) {
37462
37434
  return dest;
37463
37435
  };
37464
37436
  _create_class$2(SkyBoxMaterial, [
37465
- {
37466
- key: "textureDecodeRGBM",
37467
- get: /**
37468
- * Whether to decode texture with RGBM format.
37469
- */ function get() {
37470
- return this._textureDecodeRGBM;
37471
- },
37472
- set: function set(value) {
37473
- this._textureDecodeRGBM = value;
37474
- if (value) {
37475
- this.shaderData.enableMacro(SkyBoxMaterial._decodeSkyRGBMMacro);
37476
- } else {
37477
- this.shaderData.disableMacro(SkyBoxMaterial._decodeSkyRGBMMacro);
37478
- }
37479
- }
37480
- },
37481
37437
  {
37482
37438
  key: "texture",
37483
37439
  get: /**
@@ -37531,7 +37487,6 @@ SkyBoxMaterial._tintColorProp = ShaderProperty.getByName("material_TintColor");
37531
37487
  SkyBoxMaterial._textureCubeProp = ShaderProperty.getByName("material_CubeTexture");
37532
37488
  SkyBoxMaterial._rotationProp = ShaderProperty.getByName("material_Rotation");
37533
37489
  SkyBoxMaterial._exposureProp = ShaderProperty.getByName("material_Exposure");
37534
- SkyBoxMaterial._decodeSkyRGBMMacro = ShaderMacro.getByName("MATERIAL_IS_DECODE_SKY_RGBM");
37535
37490
  /**
37536
37491
  * Sun mode.
37537
37492
  */ var SunMode = /*#__PURE__*/ function(SunMode) {
@@ -45751,7 +45706,9 @@ var decoderMap = {};
45751
45706
  decoderMap[type] = target;
45752
45707
  };
45753
45708
  }
45754
- var FileHeader = /*#__PURE__*/ function() {
45709
+ /**
45710
+ * Binary format: [MAGIC(4B)] [totalLength(4B)] [version(1B)] [typeLen(2B)] [type] [nameLen(2B)] [name] [data...]
45711
+ */ var FileHeader = /*#__PURE__*/ function() {
45755
45712
  function FileHeader() {
45756
45713
  this.totalLength = 0;
45757
45714
  this.version = 0;
@@ -45759,14 +45716,23 @@ var FileHeader = /*#__PURE__*/ function() {
45759
45716
  this.name = "";
45760
45717
  this.headerLength = 0;
45761
45718
  }
45719
+ FileHeader.checkMagic = function checkMagic(arrayBuffer) {
45720
+ if (arrayBuffer.byteLength < 4) return false;
45721
+ var view = new DataView(arrayBuffer);
45722
+ return view.getUint32(0, true) === FileHeader.MAGIC;
45723
+ };
45762
45724
  FileHeader.decode = function decode(arrayBuffer) {
45763
45725
  var dataView = new DataView(arrayBuffer);
45764
- var totalLen = dataView.getUint32(0, true);
45765
- var fileVersion = dataView.getUint8(4);
45766
- var typeLen = dataView.getUint16(5, true);
45767
- var typeUint8Array = new Uint8Array(arrayBuffer, 7, typeLen);
45768
- var nameLen = dataView.getUint16(7 + typeLen, true);
45769
- var nameUint8Array = new Uint8Array(arrayBuffer, 9 + typeLen, nameLen);
45726
+ if (!FileHeader.checkMagic(arrayBuffer)) {
45727
+ throw new Error("Invalid Galacean binary file: missing GLCN magic header.");
45728
+ }
45729
+ var offset = 4;
45730
+ var totalLen = dataView.getUint32(offset, true);
45731
+ var fileVersion = dataView.getUint8(offset + 4);
45732
+ var typeLen = dataView.getUint16(offset + 5, true);
45733
+ var typeUint8Array = new Uint8Array(arrayBuffer, offset + 7, typeLen);
45734
+ var nameLen = dataView.getUint16(offset + 7 + typeLen, true);
45735
+ var nameUint8Array = new Uint8Array(arrayBuffer, offset + 9 + typeLen, nameLen);
45770
45736
  var name = Utils.decodeText(nameUint8Array);
45771
45737
  var type = Utils.decodeText(typeUint8Array);
45772
45738
  var header = new FileHeader();
@@ -45774,7 +45740,7 @@ var FileHeader = /*#__PURE__*/ function() {
45774
45740
  header.name = name;
45775
45741
  header.type = type;
45776
45742
  header.version = fileVersion;
45777
- header.headerLength = nameUint8Array.byteLength + typeUint8Array.byteLength + 9;
45743
+ header.headerLength = offset + nameUint8Array.byteLength + typeUint8Array.byteLength + 9;
45778
45744
  return header;
45779
45745
  };
45780
45746
  _create_class(FileHeader, [
@@ -45787,6 +45753,8 @@ var FileHeader = /*#__PURE__*/ function() {
45787
45753
  ]);
45788
45754
  return FileHeader;
45789
45755
  }();
45756
+ FileHeader.MAGIC = 0x4e434c47 // "GLCN" in little-endian
45757
+ ;
45790
45758
  var InterpolableValueType = /*#__PURE__*/ function(InterpolableValueType) {
45791
45759
  InterpolableValueType[InterpolableValueType["Float"] = 0] = "Float";
45792
45760
  InterpolableValueType[InterpolableValueType["FloatArray"] = 1] = "FloatArray";
@@ -46187,12 +46155,12 @@ var ParserType = /*#__PURE__*/ function(ParserType) {
46187
46155
  this.rootIds.length = 0;
46188
46156
  this.strippedIds.length = 0;
46189
46157
  };
46190
- /** @internal */ _proto._addDependentAsset = function _addDependentAsset(refID, promise) {
46158
+ /** @internal */ _proto._addDependentAsset = function _addDependentAsset(url, promise) {
46191
46159
  var _this = this;
46192
46160
  var tasks = this._tasks;
46193
- if (tasks.has(refID)) return;
46161
+ if (tasks.has(url)) return;
46194
46162
  ++this._total;
46195
- tasks.add(refID);
46163
+ tasks.add(url);
46196
46164
  promise.finally(function() {
46197
46165
  ++_this._loaded;
46198
46166
  _this._setTaskCompleteProgress(_this._loaded, _this._total);
@@ -46299,7 +46267,7 @@ var ReflectionParser = /*#__PURE__*/ function() {
46299
46267
  // reference object
46300
46268
  // @ts-ignore
46301
46269
  return context.resourceManager.getResourceByRef(value).then(function(resource) {
46302
- if (context.type === ParserType.Prefab) {
46270
+ if (resource && context.type === ParserType.Prefab) {
46303
46271
  // @ts-ignore
46304
46272
  context.resource._addDependenceAsset(resource);
46305
46273
  }
@@ -46342,18 +46310,18 @@ var ReflectionParser = /*#__PURE__*/ function() {
46342
46310
  _proto._getEntityByConfig = function _getEntityByConfig(entityConfig) {
46343
46311
  var _this = this;
46344
46312
  // @ts-ignore
46345
- var assetRefId = entityConfig.assetRefId;
46313
+ var assetUrl = entityConfig.assetUrl;
46346
46314
  var engine = this._context.engine;
46347
- if (assetRefId) {
46315
+ if (assetUrl) {
46348
46316
  return engine.resourceManager // @ts-ignore
46349
46317
  .getResourceByRef({
46350
- refId: assetRefId,
46318
+ url: assetUrl,
46351
46319
  key: entityConfig.key,
46352
46320
  isClone: entityConfig.isClone
46353
46321
  }).then(function(entity) {
46354
46322
  // @ts-ignore
46355
- var resource = engine.resourceManager._objectPool[assetRefId];
46356
- if (_this._context.type === ParserType.Prefab) {
46323
+ var resource = engine.resourceManager._objectPool[assetUrl];
46324
+ if (resource && _this._context.type === ParserType.Prefab) {
46357
46325
  // @ts-ignore
46358
46326
  _this._context.resource._addDependenceAsset(resource);
46359
46327
  }
@@ -46376,7 +46344,7 @@ var ReflectionParser = /*#__PURE__*/ function() {
46376
46344
  return value["classType"] !== undefined;
46377
46345
  };
46378
46346
  ReflectionParser._isAssetRef = function _isAssetRef(value) {
46379
- return value["refId"] !== undefined;
46347
+ return value["url"] !== undefined;
46380
46348
  };
46381
46349
  ReflectionParser._isEntityRef = function _isEntityRef(value) {
46382
46350
  return value["entityId"] !== undefined;
@@ -46394,7 +46362,7 @@ var Texture2DDecoder = /*#__PURE__*/ function() {
46394
46362
  function Texture2DDecoder() {}
46395
46363
  Texture2DDecoder.decode = function decode(engine, bufferReader, restoredTexture) {
46396
46364
  return new AssetPromise(function(resolve, reject) {
46397
- var objectId = bufferReader.nextStr();
46365
+ var url = bufferReader.nextStr();
46398
46366
  var mipmap = !!bufferReader.nextUint8();
46399
46367
  var filterMode = bufferReader.nextUint8();
46400
46368
  var anisoLevel = bufferReader.nextUint8();
@@ -46423,7 +46391,7 @@ var Texture2DDecoder = /*#__PURE__*/ function() {
46423
46391
  }
46424
46392
  }
46425
46393
  // @ts-ignore
46426
- engine.resourceManager._objectPool[objectId] = texture2D;
46394
+ engine.resourceManager._objectPool[url] = texture2D;
46427
46395
  resolve(texture2D);
46428
46396
  } else {
46429
46397
  var blob = new window.Blob([
@@ -46717,7 +46685,7 @@ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
46717
46685
  _proto._getEntityByConfig = function _getEntityByConfig(entityConfig, engine) {
46718
46686
  var _this = this;
46719
46687
  var entityPromise;
46720
- if (entityConfig.assetRefId) {
46688
+ if (entityConfig.assetUrl) {
46721
46689
  entityPromise = this._parsePrefab(entityConfig, engine);
46722
46690
  } else if (entityConfig.strippedId) {
46723
46691
  entityPromise = this._parseStrippedEntity(entityConfig);
@@ -46737,10 +46705,10 @@ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
46737
46705
  };
46738
46706
  _proto._parsePrefab = function _parsePrefab(entityConfig, engine) {
46739
46707
  var _this = this;
46740
- var assetRefId = entityConfig.assetRefId;
46708
+ var assetUrl = entityConfig.assetUrl;
46741
46709
  return engine.resourceManager // @ts-ignore
46742
46710
  .getResourceByRef({
46743
- refId: assetRefId
46711
+ url: assetUrl
46744
46712
  }).then(function(prefabResource) {
46745
46713
  var entity = _instanceof1(prefabResource, PrefabResource) ? prefabResource.instantiate() : prefabResource.instantiateSceneRoot();
46746
46714
  var instanceContext = new ParserContext(engine, ParserType.Prefab, null);
@@ -46791,7 +46759,7 @@ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
46791
46759
  var componentConfigMap = context.componentConfigMap;
46792
46760
  for(var i = 0, n = components.length; i < n; i++){
46793
46761
  var componentConfig = components[i];
46794
- var key = !componentConfig.refId ? componentConfig.class : componentConfig.refId;
46762
+ var key = !componentConfig.url ? componentConfig.class : componentConfig.url;
46795
46763
  var componentId = componentConfig.id;
46796
46764
  var component = entity.addComponent(Loader.getClass(key));
46797
46765
  componentMap.set(componentId, component);
@@ -46838,52 +46806,6 @@ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
46838
46806
  _proto._addEntityPlugin = function _addEntityPlugin(entityId, entity) {};
46839
46807
  return HierarchyParser;
46840
46808
  }();
46841
- var EditorTextureLoader = /*#__PURE__*/ function(Loader) {
46842
- _inherits(EditorTextureLoader, Loader);
46843
- function EditorTextureLoader() {
46844
- return Loader.apply(this, arguments) || this;
46845
- }
46846
- var _proto = EditorTextureLoader.prototype;
46847
- _proto.load = function load(item, resourceManager) {
46848
- var requestConfig = _extends({}, item, {
46849
- type: "arraybuffer"
46850
- });
46851
- var url = item.url;
46852
- return new AssetPromise(function(resolve, reject) {
46853
- resourceManager // @ts-ignore
46854
- ._request(url, requestConfig).then(function(data) {
46855
- decode(data, resourceManager.engine).then(function(texture) {
46856
- resourceManager.addContentRestorer(new EditorTexture2DContentRestorer(texture, url, requestConfig));
46857
- resolve(texture);
46858
- });
46859
- }).catch(reject);
46860
- });
46861
- };
46862
- return EditorTextureLoader;
46863
- }(Loader);
46864
- EditorTextureLoader = __decorate([
46865
- resourceLoader("EditorTexture2D", [
46866
- "prefab"
46867
- ], true)
46868
- ], EditorTextureLoader);
46869
- var EditorTexture2DContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
46870
- _inherits(EditorTexture2DContentRestorer, ContentRestorer);
46871
- function EditorTexture2DContentRestorer(resource, url, requestConfig) {
46872
- var _this;
46873
- _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
46874
- return _this;
46875
- }
46876
- var _proto = EditorTexture2DContentRestorer.prototype;
46877
- _proto.restoreContent = function restoreContent() {
46878
- var texture = this.resource;
46879
- var engine = texture.engine;
46880
- return engine.resourceManager // @ts-ignore
46881
- ._request(this.url, this.requestConfig).then(function(data) {
46882
- return decode(data, engine, texture);
46883
- });
46884
- };
46885
- return EditorTexture2DContentRestorer;
46886
- }(ContentRestorer);
46887
46809
  var MaterialLoaderType = /*#__PURE__*/ function(MaterialLoaderType) {
46888
46810
  MaterialLoaderType["Vector2"] = "Vector2";
46889
46811
  MaterialLoaderType["Vector3"] = "Vector3";
@@ -46922,11 +46844,11 @@ var SpecularMode = /*#__PURE__*/ function(SpecularMode) {
46922
46844
  var customAmbientLight = ambient.customAmbientLight, ambientLight = ambient.ambientLight;
46923
46845
  if (useCustomAmbient && customAmbientLight) {
46924
46846
  // @ts-ignore
46925
- context._addDependentAsset(customAmbientLight.refId, resourceManager.getResourceByRef(customAmbientLight));
46847
+ context._addDependentAsset(customAmbientLight.url, resourceManager.getResourceByRef(customAmbientLight));
46926
46848
  }
46927
46849
  if (ambientLight && (!useCustomAmbient || useSH)) {
46928
46850
  // @ts-ignore
46929
- context._addDependentAsset(ambientLight.refId, resourceManager.getResourceByRef(ambientLight));
46851
+ context._addDependentAsset(ambientLight.url, resourceManager.getResourceByRef(ambientLight));
46930
46852
  }
46931
46853
  }
46932
46854
  var background = scene.background;
@@ -46934,14 +46856,14 @@ var SpecularMode = /*#__PURE__*/ function(SpecularMode) {
46934
46856
  if (backgroundMode === BackgroundMode.Texture) {
46935
46857
  var texture = background.texture;
46936
46858
  // @ts-ignore
46937
- texture && context._addDependentAsset(texture.refId, resourceManager.getResourceByRef(texture));
46859
+ texture && context._addDependentAsset(texture.url, resourceManager.getResourceByRef(texture));
46938
46860
  } else if (backgroundMode === BackgroundMode.Sky) {
46939
46861
  var skyMesh = background.skyMesh, skyMaterial = background.skyMaterial;
46940
46862
  if (skyMesh && skyMaterial) {
46941
46863
  // @ts-ignore
46942
- context._addDependentAsset(skyMesh.refId, resourceManager.getResourceByRef(skyMesh));
46864
+ context._addDependentAsset(skyMesh.url, resourceManager.getResourceByRef(skyMesh));
46943
46865
  // @ts-ignore
46944
- context._addDependentAsset(skyMaterial.refId, resourceManager.getResourceByRef(skyMaterial));
46866
+ context._addDependentAsset(skyMaterial.url, resourceManager.getResourceByRef(skyMaterial));
46945
46867
  }
46946
46868
  }
46947
46869
  };
@@ -46957,12 +46879,12 @@ var SpecularMode = /*#__PURE__*/ function(SpecularMode) {
46957
46879
  var entities = file.entities;
46958
46880
  for(var i = 0, n = entities.length; i < n; i++){
46959
46881
  var entity = entities[i];
46960
- if (!!entity.assetRefId) {
46882
+ if (!!entity.assetUrl) {
46961
46883
  var context = this.context;
46962
- var refId = entity.assetRefId, key = entity.key;
46884
+ var url = entity.assetUrl, key = entity.key;
46963
46885
  // @ts-ignore
46964
- context._addDependentAsset(refId, context.resourceManager.getResourceByRef({
46965
- refId: refId,
46886
+ context._addDependentAsset(url, context.resourceManager.getResourceByRef({
46887
+ url: url,
46966
46888
  key: key
46967
46889
  }));
46968
46890
  } else if (entity.strippedId) {
@@ -46987,7 +46909,7 @@ var SpecularMode = /*#__PURE__*/ function(SpecularMode) {
46987
46909
  if (ReflectionParser._isAssetRef(value)) {
46988
46910
  var context = this.context;
46989
46911
  // @ts-ignore
46990
- context._addDependentAsset(value.refId, context.resourceManager.getResourceByRef(value));
46912
+ context._addDependentAsset(value.url, context.resourceManager.getResourceByRef(value));
46991
46913
  } else {
46992
46914
  for(var key in value){
46993
46915
  this._searchDependentAssets(value[key]);
@@ -47049,7 +46971,7 @@ var AnimationClipLoader = /*#__PURE__*/ function(Loader) {
47049
46971
  };
47050
46972
  _proto._parseKeyframeValue = function _parseKeyframeValue(keyframe, resourceManager) {
47051
46973
  var value = keyframe.value;
47052
- if ((typeof value === "undefined" ? "undefined" : _type_of1(value)) === "object" && (value == null ? void 0 : value.refId)) {
46974
+ if ((typeof value === "undefined" ? "undefined" : _type_of1(value)) === "object" && (value == null ? void 0 : value.url)) {
47053
46975
  return new Promise(function(resolve) {
47054
46976
  resourceManager // @ts-ignore
47055
46977
  .getResourceByRef(value).then(function(asset) {
@@ -47065,7 +46987,7 @@ var AnimationClipLoader = /*#__PURE__*/ function(Loader) {
47065
46987
  }(Loader);
47066
46988
  AnimationClipLoader = __decorate([
47067
46989
  resourceLoader(AssetType.AnimationClip, [
47068
- "ani"
46990
+ "anim"
47069
46991
  ])
47070
46992
  ], AnimationClipLoader);
47071
46993
  var AnimatorControllerLoader = /*#__PURE__*/ function(Loader1) {
@@ -47176,8 +47098,8 @@ var AnimatorControllerLoader = /*#__PURE__*/ function(Loader1) {
47176
47098
  }(Loader);
47177
47099
  AnimatorControllerLoader = __decorate([
47178
47100
  resourceLoader(AssetType.AnimatorController, [
47179
- "json"
47180
- ], false)
47101
+ "animCtrl"
47102
+ ])
47181
47103
  ], AnimatorControllerLoader);
47182
47104
  var base64Regex = /^data:(.+?);base64,/;
47183
47105
  var BufferLoader = /*#__PURE__*/ function(Loader) {
@@ -47204,8 +47126,7 @@ var BufferLoader = /*#__PURE__*/ function(Loader) {
47204
47126
  }(Loader);
47205
47127
  BufferLoader = __decorate([
47206
47128
  resourceLoader(AssetType.Buffer, [
47207
- "bin",
47208
- "r3bin"
47129
+ "bin"
47209
47130
  ])
47210
47131
  ], BufferLoader);
47211
47132
  var EnvLoader = /*#__PURE__*/ function(Loader) {
@@ -47231,7 +47152,6 @@ var EnvLoader = /*#__PURE__*/ function(Loader) {
47231
47152
  sh.copyFromArray(new Float32Array(arraybuffer, 0, 27));
47232
47153
  ambientLight.diffuseSphericalHarmonics = sh;
47233
47154
  ambientLight.specularTexture = texture;
47234
- ambientLight.specularTextureDecodeRGBM = true;
47235
47155
  resolve(ambientLight);
47236
47156
  }).catch(function(e) {
47237
47157
  reject(e);
@@ -47244,7 +47164,7 @@ var EnvLoader = /*#__PURE__*/ function(Loader) {
47244
47164
  var _this;
47245
47165
  var shByteLength = 27 * 4;
47246
47166
  var size = (_this = new Uint16Array(buffer, shByteLength, 1)) == null ? void 0 : _this[0];
47247
- texture || (texture = new TextureCube(engine, size, undefined, undefined, false));
47167
+ texture || (texture = new TextureCube(engine, size, TextureFormat.R16G16B16A16, true, false));
47248
47168
  texture.filterMode = TextureFilterMode.Trilinear;
47249
47169
  var mipmapCount = texture.mipmapCount;
47250
47170
  var offset = shByteLength + 2;
@@ -47252,8 +47172,8 @@ var EnvLoader = /*#__PURE__*/ function(Loader) {
47252
47172
  var mipSize = size >> mipLevel;
47253
47173
  for(var face = 0; face < 6; face++){
47254
47174
  var dataSize = mipSize * mipSize * 4;
47255
- var data = new Uint8Array(buffer, offset, dataSize);
47256
- offset += dataSize;
47175
+ var data = new Uint16Array(buffer, offset, dataSize);
47176
+ offset += dataSize * 2;
47257
47177
  texture.setPixelBuffer(TextureCubeFace.PositiveX + face, data, mipLevel);
47258
47178
  }
47259
47179
  }
@@ -50744,340 +50664,6 @@ PrefabLoader = __decorate([
50744
50664
  "prefab"
50745
50665
  ])
50746
50666
  ], PrefabLoader);
50747
- var PI = Math.PI;
50748
- // referenece: https://www.flipcode.com/archives/HDR_Image_Reader.shtml
50749
- var HDRLoader = /*#__PURE__*/ function(Loader) {
50750
- _inherits(HDRLoader, Loader);
50751
- function HDRLoader() {
50752
- return Loader.apply(this, arguments) || this;
50753
- }
50754
- var _proto = HDRLoader.prototype;
50755
- _proto.load = function load(item, resourceManager) {
50756
- return new AssetPromise(function(resolve, reject) {
50757
- var engine = resourceManager.engine;
50758
- var requestConfig = _extends({}, item, {
50759
- type: "arraybuffer"
50760
- });
50761
- var url = item.url;
50762
- resourceManager // @ts-ignore
50763
- ._request(url, requestConfig).then(function(buffer) {
50764
- var texture = HDRLoader._setTextureByBuffer(engine, buffer);
50765
- engine.resourceManager.addContentRestorer(new HDRContentRestorer(texture, url, requestConfig));
50766
- resolve(texture);
50767
- }).catch(reject);
50768
- });
50769
- };
50770
- /**
50771
- * @internal
50772
- */ HDRLoader._setTextureByBuffer = function _setTextureByBuffer(engine, buffer, texture) {
50773
- var bufferArray = new Uint8Array(buffer);
50774
- var _HDRLoader__parseHeader = HDRLoader._parseHeader(bufferArray), width = _HDRLoader__parseHeader.width, height = _HDRLoader__parseHeader.height, dataPosition = _HDRLoader__parseHeader.dataPosition;
50775
- var cubeSize = height >> 1;
50776
- texture || (texture = new TextureCube(engine, cubeSize, undefined, undefined, false));
50777
- var pixels = HDRLoader._readPixels(bufferArray.subarray(dataPosition), width, height);
50778
- var cubeMapData = HDRLoader._convertToCubemap(pixels, width, height, cubeSize);
50779
- for(var faceIndex = 0; faceIndex < 6; faceIndex++){
50780
- texture.setPixelBuffer(TextureCubeFace.PositiveX + faceIndex, cubeMapData[faceIndex], 0);
50781
- }
50782
- texture.generateMipmaps();
50783
- return texture;
50784
- };
50785
- HDRLoader._convertToCubemap = function _convertToCubemap(pixels, inputWidth, inputHeight, size) {
50786
- if (!pixels) {
50787
- throw "ConvertPanoramaToCubemap: input cannot be null";
50788
- }
50789
- if (pixels.length != inputWidth * inputHeight * 4) {
50790
- throw "ConvertPanoramaToCubemap: input size is wrong";
50791
- }
50792
- var textureRight = this._createCubemapData(size, this._faceRight, pixels, inputWidth, inputHeight);
50793
- var textureLeft = this._createCubemapData(size, this._faceLeft, pixels, inputWidth, inputHeight);
50794
- var textureUp = this._createCubemapData(size, this._faceUp, pixels, inputWidth, inputHeight);
50795
- var textureDown = this._createCubemapData(size, this._faceBottom, pixels, inputWidth, inputHeight);
50796
- var textureFront = this._createCubemapData(size, this._faceFront, pixels, inputWidth, inputHeight);
50797
- var textureBack = this._createCubemapData(size, this._faceBack, pixels, inputWidth, inputHeight);
50798
- return [
50799
- textureRight,
50800
- textureLeft,
50801
- textureUp,
50802
- textureDown,
50803
- textureFront,
50804
- textureBack
50805
- ];
50806
- };
50807
- HDRLoader._createCubemapData = function _createCubemapData(texSize, faceData, pixels, inputWidth, inputHeight) {
50808
- var textureArray = new Uint8ClampedArray(texSize * texSize * 4);
50809
- var rotDX1 = this._tempVector3.set(0, 0, 0).add(faceData[1]).subtract(faceData[0]).scale(1 / texSize);
50810
- var rotDX2 = this._temp2Vector3.set(0, 0, 0).add(faceData[3]).subtract(faceData[2]).scale(1 / texSize);
50811
- var dy = 1 / texSize;
50812
- var fy = 0;
50813
- for(var y = 0; y < texSize; y++){
50814
- var xv1 = this._temp3Vector3.set(0, 0, 0).add(faceData[0]);
50815
- var xv2 = this._temp4Vector3.set(0, 0, 0).add(faceData[2]);
50816
- for(var x = 0; x < texSize; x++){
50817
- var v = this._temp5Vector3.set(0, 0, 0).add(xv2).subtract(xv1).scale(fy).add(xv1);
50818
- v.normalize();
50819
- var color = this._calcProjectionSpherical(v, pixels, inputWidth, inputHeight);
50820
- this._RGBEToLinear(color);
50821
- this._linearToRGBM(color, 5);
50822
- // 4 channels per pixels
50823
- var index = y * texSize * 4 + x * 4;
50824
- textureArray[index] = color.r;
50825
- textureArray[index + 1] = color.g;
50826
- textureArray[index + 2] = color.b;
50827
- textureArray[index + 3] = color.a;
50828
- xv1.add(rotDX1);
50829
- xv2.add(rotDX2);
50830
- }
50831
- fy += dy;
50832
- }
50833
- return textureArray;
50834
- };
50835
- HDRLoader._calcProjectionSpherical = function _calcProjectionSpherical(vDir, pixels, inputWidth, inputHeight) {
50836
- var theta = Math.atan2(vDir.z, vDir.x);
50837
- var phi = Math.acos(vDir.y);
50838
- while(theta < -PI){
50839
- theta += 2 * PI;
50840
- }
50841
- while(theta > PI){
50842
- theta -= 2 * PI;
50843
- }
50844
- var dx = theta / PI;
50845
- var dy = phi / PI;
50846
- // recenter.
50847
- dx = dx * 0.5 + 0.5;
50848
- var px = Math.round(dx * inputWidth);
50849
- if (px < 0) {
50850
- px = 0;
50851
- } else if (px >= inputWidth) {
50852
- px = inputWidth - 1;
50853
- }
50854
- var py = Math.round(dy * inputHeight);
50855
- if (py < 0) {
50856
- py = 0;
50857
- } else if (py >= inputHeight) {
50858
- py = inputHeight - 1;
50859
- }
50860
- var inputY = inputHeight - py - 1;
50861
- var index = inputY * inputWidth * 4 + px * 4;
50862
- var r = pixels[index];
50863
- var g = pixels[index + 1];
50864
- var b = pixels[index + 2];
50865
- var a = pixels[index + 3];
50866
- return new Color(r, g, b, a);
50867
- };
50868
- HDRLoader._readStringLine = function _readStringLine(uint8array, startIndex) {
50869
- var line = "";
50870
- var character = "";
50871
- for(var i = startIndex; i < uint8array.length - startIndex; i++){
50872
- character = String.fromCharCode(uint8array[i]);
50873
- if (character == "\n") {
50874
- break;
50875
- }
50876
- line += character;
50877
- }
50878
- return line;
50879
- };
50880
- HDRLoader._parseHeader = function _parseHeader(uint8array) {
50881
- var height = 0;
50882
- var width = 0;
50883
- var line = this._readStringLine(uint8array, 0);
50884
- if (line[0] != "#" || line[1] != "?") {
50885
- throw "Bad HDR Format.";
50886
- }
50887
- var endOfHeader = false;
50888
- var findFormat = false;
50889
- var lineIndex = 0;
50890
- do {
50891
- lineIndex += line.length + 1;
50892
- line = this._readStringLine(uint8array, lineIndex);
50893
- if (line == "FORMAT=32-bit_rle_rgbe") {
50894
- findFormat = true;
50895
- } else if (line.length == 0) {
50896
- endOfHeader = true;
50897
- }
50898
- }while (!endOfHeader);
50899
- if (!findFormat) {
50900
- throw "HDR Bad header format, unsupported FORMAT";
50901
- }
50902
- lineIndex += line.length + 1;
50903
- line = this._readStringLine(uint8array, lineIndex);
50904
- var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
50905
- var match = sizeRegexp.exec(line);
50906
- // TODO. Support +Y and -X if needed.
50907
- if (!match || match.length < 3) {
50908
- throw "HDR Bad header format, no size";
50909
- }
50910
- width = parseInt(match[2]);
50911
- height = parseInt(match[1]);
50912
- if (width < 8 || width > 0x7fff) {
50913
- throw "HDR Bad header format, unsupported size";
50914
- }
50915
- lineIndex += line.length + 1;
50916
- return {
50917
- height: height,
50918
- width: width,
50919
- dataPosition: lineIndex
50920
- };
50921
- };
50922
- HDRLoader._readPixels = function _readPixels(buffer, width, height) {
50923
- var scanLineWidth = width;
50924
- var byteLength = buffer.byteLength;
50925
- var dataRGBA = new Uint8Array(4 * width * height);
50926
- var offset = 0, pos = 0;
50927
- var ptrEnd = 4 * scanLineWidth;
50928
- var scanLineBuffer = new Uint8Array(ptrEnd);
50929
- var numScanLines = height; // read in each successive scanLine
50930
- while(numScanLines > 0 && pos < byteLength){
50931
- var a = buffer[pos++];
50932
- var b = buffer[pos++];
50933
- var c = buffer[pos++];
50934
- var d = buffer[pos++];
50935
- if (a != 2 || b != 2 || c & 0x80 || width < 8 || width > 32767) {
50936
- // this file is not run length encoded
50937
- // read values sequentially
50938
- return buffer;
50939
- }
50940
- if ((c << 8 | d) != scanLineWidth) {
50941
- // eslint-disable-next-line no-throw-literal
50942
- throw "HDR Bad header format, wrong scan line width";
50943
- }
50944
- // read each of the four channels for the scanline into the buffer
50945
- // first red, then green, then blue, then exponent
50946
- var ptr = 0, count = void 0;
50947
- while(ptr < ptrEnd && pos < byteLength){
50948
- count = buffer[pos++];
50949
- var isEncodedRun = count > 128;
50950
- if (isEncodedRun) count -= 128;
50951
- if (0 === count || ptr + count > ptrEnd) {
50952
- throw "HDR Bad Format, bad scanline data (run)";
50953
- }
50954
- if (isEncodedRun) {
50955
- // a (encoded) run of the same value
50956
- var byteValue = buffer[pos++];
50957
- for(var i = 0; i < count; i++){
50958
- scanLineBuffer[ptr++] = byteValue;
50959
- } //ptr += count;
50960
- } else {
50961
- // a literal-run
50962
- scanLineBuffer.set(buffer.subarray(pos, pos + count), ptr);
50963
- ptr += count;
50964
- pos += count;
50965
- }
50966
- } // now convert data from buffer into rgba
50967
- // first red, then green, then blue, then exponent (alpha)
50968
- var l = scanLineWidth; //scanLine_buffer.byteLength;
50969
- for(var i1 = 0; i1 < l; i1++){
50970
- var off = 0;
50971
- dataRGBA[offset] = scanLineBuffer[i1 + off];
50972
- off += scanLineWidth;
50973
- dataRGBA[offset + 1] = scanLineBuffer[i1 + off];
50974
- off += scanLineWidth;
50975
- dataRGBA[offset + 2] = scanLineBuffer[i1 + off];
50976
- off += scanLineWidth;
50977
- dataRGBA[offset + 3] = scanLineBuffer[i1 + off];
50978
- offset += 4;
50979
- }
50980
- numScanLines--;
50981
- }
50982
- return dataRGBA;
50983
- };
50984
- HDRLoader._RGBEToLinear = function _RGBEToLinear(color) {
50985
- var scaleFactor = Math.pow(2, color.a - 128) / 255;
50986
- color.r *= scaleFactor;
50987
- color.g *= scaleFactor;
50988
- color.b *= scaleFactor;
50989
- color.a = 1;
50990
- };
50991
- HDRLoader._linearToRGBM = function _linearToRGBM(color, maxRange) {
50992
- var maxRGB = Math.max(color.r, Math.max(color.g, color.b));
50993
- var M = Math.min(maxRGB / maxRange, 1);
50994
- M = Math.ceil(M * 255);
50995
- var scaleFactor = 65025 / (M * maxRange); // 255 * (255 / (M * maxRange) )
50996
- color.r *= scaleFactor;
50997
- color.g *= scaleFactor;
50998
- color.b *= scaleFactor;
50999
- color.a *= M;
51000
- };
51001
- return HDRLoader;
51002
- }(Loader);
51003
- HDRLoader._rightBottomBack = new Vector3(1.0, -1.0, -1.0);
51004
- HDRLoader._rightBottomFront = new Vector3(1.0, -1.0, 1.0);
51005
- HDRLoader._rightUpBack = new Vector3(1.0, 1.0, -1.0);
51006
- HDRLoader._rightUpFront = new Vector3(1.0, 1.0, 1.0);
51007
- HDRLoader._leftBottomBack = new Vector3(-1.0, -1.0, -1.0);
51008
- HDRLoader._leftBottomFront = new Vector3(-1.0, -1.0, 1.0);
51009
- HDRLoader._leftUpBack = new Vector3(-1.0, 1.0, -1.0);
51010
- HDRLoader._leftUpFront = new Vector3(-1.0, 1.0, 1.0);
51011
- HDRLoader._faceRight = [
51012
- HDRLoader._rightBottomBack,
51013
- HDRLoader._rightBottomFront,
51014
- HDRLoader._rightUpBack,
51015
- HDRLoader._rightUpFront
51016
- ];
51017
- HDRLoader._faceLeft = [
51018
- HDRLoader._leftBottomFront,
51019
- HDRLoader._leftBottomBack,
51020
- HDRLoader._leftUpFront,
51021
- HDRLoader._leftUpBack
51022
- ];
51023
- HDRLoader._faceUp = [
51024
- HDRLoader._leftBottomFront,
51025
- HDRLoader._rightBottomFront,
51026
- HDRLoader._leftBottomBack,
51027
- HDRLoader._rightBottomBack
51028
- ];
51029
- HDRLoader._faceBottom = [
51030
- HDRLoader._leftUpBack,
51031
- HDRLoader._rightUpBack,
51032
- HDRLoader._leftUpFront,
51033
- HDRLoader._rightUpFront
51034
- ];
51035
- HDRLoader._faceFront = [
51036
- HDRLoader._leftBottomBack,
51037
- HDRLoader._rightBottomBack,
51038
- HDRLoader._leftUpBack,
51039
- HDRLoader._rightUpBack
51040
- ];
51041
- HDRLoader._faceBack = [
51042
- HDRLoader._rightBottomFront,
51043
- HDRLoader._leftBottomFront,
51044
- HDRLoader._rightUpFront,
51045
- HDRLoader._leftUpFront
51046
- ];
51047
- HDRLoader._tempVector3 = new Vector3();
51048
- HDRLoader._temp2Vector3 = new Vector3();
51049
- HDRLoader._temp3Vector3 = new Vector3();
51050
- HDRLoader._temp4Vector3 = new Vector3();
51051
- HDRLoader._temp5Vector3 = new Vector3();
51052
- HDRLoader = __decorate([
51053
- resourceLoader(AssetType.HDR, [
51054
- "hdr"
51055
- ])
51056
- ], HDRLoader);
51057
- /**
51058
- * @internal
51059
- */ var HDRContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
51060
- _inherits(HDRContentRestorer, ContentRestorer);
51061
- function HDRContentRestorer(resource, url, requestConfig) {
51062
- var _this;
51063
- _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
51064
- return _this;
51065
- }
51066
- var _proto = HDRContentRestorer.prototype;
51067
- _proto.restoreContent = function restoreContent() {
51068
- var _this = this;
51069
- return new AssetPromise(function(resolve, reject) {
51070
- var resource = _this.resource;
51071
- var engine = resource.engine;
51072
- engine.resourceManager // @ts-ignore
51073
- ._request(_this.url, _this.requestConfig).then(function(buffer) {
51074
- HDRLoader._setTextureByBuffer(engine, buffer, resource);
51075
- resolve(resource);
51076
- }).catch(reject);
51077
- });
51078
- };
51079
- return HDRContentRestorer;
51080
- }(ContentRestorer);
51081
50667
  var JSONLoader = /*#__PURE__*/ function(Loader) {
51082
50668
  _inherits(JSONLoader, Loader);
51083
50669
  function JSONLoader() {
@@ -51473,7 +51059,7 @@ var MaterialLoader = /*#__PURE__*/ function(Loader) {
51473
51059
  }(Loader);
51474
51060
  MaterialLoader = __decorate([
51475
51061
  resourceLoader(AssetType.Material, [
51476
- "json"
51062
+ "mat"
51477
51063
  ])
51478
51064
  ], MaterialLoader);
51479
51065
  var MeshLoader = /*#__PURE__*/ function(Loader) {
@@ -51593,7 +51179,7 @@ var ProjectLoader = /*#__PURE__*/ function(Loader) {
51593
51179
  }(Loader);
51594
51180
  ProjectLoader = __decorate([
51595
51181
  resourceLoader(AssetType.Project, [
51596
- "proj"
51182
+ "project"
51597
51183
  ], false)
51598
51184
  ], ProjectLoader);
51599
51185
  var SourceFontLoader = /*#__PURE__*/ function(Loader) {
@@ -51809,27 +51395,20 @@ TextLoader = __decorate([
51809
51395
  "txt"
51810
51396
  ])
51811
51397
  ], TextLoader);
51812
- /**
51813
- * @internal
51814
- */ var Texture2DContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
51815
- _inherits(Texture2DContentRestorer, ContentRestorer);
51816
- function Texture2DContentRestorer(resource, url, requestConfig) {
51817
- var _this;
51818
- _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
51819
- return _this;
51820
- }
51821
- var _proto = Texture2DContentRestorer.prototype;
51822
- _proto.restoreContent = function restoreContent() {
51823
- var _this = this;
51824
- return request(this.url, this.requestConfig).then(function(image) {
51825
- var resource = _this.resource;
51826
- resource.setImageSource(image);
51827
- resource.generateMipmaps();
51828
- return resource;
51829
- });
51830
- };
51831
- return Texture2DContentRestorer;
51832
- }(ContentRestorer);
51398
+ function loadImageFromBuffer(buffer) {
51399
+ return new AssetPromise(function(resolve, reject) {
51400
+ var blob = new Blob([
51401
+ buffer
51402
+ ]);
51403
+ var img = new Image();
51404
+ img.onload = function() {
51405
+ URL.revokeObjectURL(img.src);
51406
+ resolve(img);
51407
+ };
51408
+ img.onerror = reject;
51409
+ img.src = URL.createObjectURL(blob);
51410
+ });
51411
+ }
51833
51412
  var Texture2DLoader = /*#__PURE__*/ function(Loader) {
51834
51413
  _inherits(Texture2DLoader, Loader);
51835
51414
  function Texture2DLoader() {
@@ -51837,36 +51416,48 @@ var Texture2DLoader = /*#__PURE__*/ function(Loader) {
51837
51416
  }
51838
51417
  var _proto = Texture2DLoader.prototype;
51839
51418
  _proto.load = function load(item, resourceManager) {
51419
+ var _this = this;
51420
+ var url = item.url;
51421
+ var requestConfig = _extends({}, item, {
51422
+ type: "arraybuffer"
51423
+ });
51840
51424
  return new AssetPromise(function(resolve, reject, setTaskCompleteProgress, setTaskDetailProgress) {
51841
- var url = item.url;
51842
- var requestConfig = _extends({}, item, {
51843
- type: "image"
51844
- });
51845
51425
  resourceManager // @ts-ignore
51846
- ._request(url, requestConfig).onProgress(setTaskCompleteProgress, setTaskDetailProgress).then(function(image) {
51847
- var _item_params;
51848
- var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_format = _ref.format, format = _ref_format === void 0 ? TextureFormat.R8G8B8A8 : _ref_format, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode, _ref_isSRGBColorSpace = _ref.isSRGBColorSpace, isSRGBColorSpace = _ref_isSRGBColorSpace === void 0 ? true : _ref_isSRGBColorSpace, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap;
51849
- var width = image.width, height = image.height;
51850
- var engine = resourceManager.engine;
51851
- var generateMipmap = TextureUtils.supportGenerateMipmapsWithCorrection(engine, width, height, format, mipmap, isSRGBColorSpace);
51852
- var texture = new Texture2D(engine, width, height, format, generateMipmap, isSRGBColorSpace);
51853
- texture.anisoLevel = anisoLevel != null ? anisoLevel : texture.anisoLevel;
51854
- texture.filterMode = filterMode != null ? filterMode : texture.filterMode;
51855
- texture.wrapModeU = wrapModeU != null ? wrapModeU : texture.wrapModeU;
51856
- texture.wrapModeV = wrapModeV != null ? wrapModeV : texture.wrapModeV;
51857
- texture.setImageSource(image);
51858
- generateMipmap && texture.generateMipmaps();
51859
- if (url.indexOf("data:") !== 0) {
51860
- var index = url.lastIndexOf("/");
51861
- texture.name = url.substring(index + 1);
51426
+ ._request(url, requestConfig).onProgress(setTaskCompleteProgress, setTaskDetailProgress).then(function(buffer) {
51427
+ if (FileHeader.checkMagic(buffer)) {
51428
+ decode(buffer, resourceManager.engine).then(function(texture) {
51429
+ resourceManager.addContentRestorer(new Texture2DContentRestorer(texture, url, requestConfig));
51430
+ resolve(texture);
51431
+ }, reject);
51432
+ } else {
51433
+ loadImageFromBuffer(buffer).then(function(img) {
51434
+ var texture = _this._createTexture(img, item, resourceManager);
51435
+ resourceManager.addContentRestorer(new Texture2DContentRestorer(texture, url, requestConfig));
51436
+ resolve(texture);
51437
+ }, reject);
51862
51438
  }
51863
- resourceManager.addContentRestorer(new Texture2DContentRestorer(texture, url, requestConfig));
51864
- resolve(texture);
51865
- }).catch(function(e) {
51866
- reject(e);
51867
- });
51439
+ }).catch(reject);
51868
51440
  });
51869
51441
  };
51442
+ _proto._createTexture = function _createTexture(img, item, resourceManager) {
51443
+ var _item_params;
51444
+ var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_format = _ref.format, format = _ref_format === void 0 ? TextureFormat.R8G8B8A8 : _ref_format, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode, _ref_isSRGBColorSpace = _ref.isSRGBColorSpace, isSRGBColorSpace = _ref_isSRGBColorSpace === void 0 ? true : _ref_isSRGBColorSpace, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap;
51445
+ var width = img.width, height = img.height;
51446
+ var engine = resourceManager.engine;
51447
+ var generateMipmap = TextureUtils.supportGenerateMipmapsWithCorrection(engine, width, height, format, mipmap, isSRGBColorSpace);
51448
+ var texture = new Texture2D(engine, width, height, format, generateMipmap, isSRGBColorSpace);
51449
+ texture.anisoLevel = anisoLevel != null ? anisoLevel : texture.anisoLevel;
51450
+ texture.filterMode = filterMode != null ? filterMode : texture.filterMode;
51451
+ texture.wrapModeU = wrapModeU != null ? wrapModeU : texture.wrapModeU;
51452
+ texture.wrapModeV = wrapModeV != null ? wrapModeV : texture.wrapModeV;
51453
+ texture.setImageSource(img);
51454
+ generateMipmap && texture.generateMipmaps();
51455
+ var url = item.url;
51456
+ if (url.indexOf("data:") !== 0) {
51457
+ texture.name = url.substring(url.lastIndexOf("/") + 1);
51458
+ }
51459
+ return texture;
51460
+ };
51870
51461
  return Texture2DLoader;
51871
51462
  }(Loader);
51872
51463
  Texture2DLoader = __decorate([
@@ -51874,38 +51465,317 @@ Texture2DLoader = __decorate([
51874
51465
  "png",
51875
51466
  "jpg",
51876
51467
  "webp",
51877
- "jpeg"
51468
+ "jpeg",
51469
+ "tex"
51878
51470
  ])
51879
51471
  ], Texture2DLoader);
51880
- /**
51881
- * @internal
51882
- */ var TextureCubeContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
51883
- _inherits(TextureCubeContentRestorer, ContentRestorer);
51884
- function TextureCubeContentRestorer(resource, urls, requestConfig) {
51472
+ var Texture2DContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
51473
+ _inherits(Texture2DContentRestorer, ContentRestorer);
51474
+ function Texture2DContentRestorer(resource, url, requestConfig) {
51885
51475
  var _this;
51886
- _this = ContentRestorer.call(this, resource) || this, _this.urls = urls, _this.requestConfig = requestConfig;
51476
+ _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
51887
51477
  return _this;
51888
51478
  }
51889
- var _proto = TextureCubeContentRestorer.prototype;
51479
+ var _proto = Texture2DContentRestorer.prototype;
51890
51480
  _proto.restoreContent = function restoreContent() {
51891
- var _this = this;
51892
- return new AssetPromise(function(resolve, reject) {
51893
- Promise.all(_this.urls.map(function(url) {
51894
- return request(url, _this.requestConfig);
51895
- })).then(function(images) {
51896
- var resource = _this.resource;
51897
- for(var faceIndex = 0; faceIndex < 6; faceIndex++){
51898
- resource.setImageSource(TextureCubeFace.PositiveX + faceIndex, images[faceIndex], 0);
51899
- }
51900
- resource.generateMipmaps();
51901
- resolve(resource);
51902
- }).catch(function(e) {
51903
- reject(e);
51904
- });
51481
+ var texture = this.resource;
51482
+ var engine = texture.engine;
51483
+ return engine.resourceManager // @ts-ignore
51484
+ ._request(this.url, this.requestConfig).then(function(buffer) {
51485
+ if (FileHeader.checkMagic(buffer)) {
51486
+ return decode(buffer, engine, texture);
51487
+ } else {
51488
+ return loadImageFromBuffer(buffer).then(function(img) {
51489
+ texture.setImageSource(img);
51490
+ texture.generateMipmaps();
51491
+ return texture;
51492
+ });
51493
+ }
51905
51494
  });
51906
51495
  };
51907
- return TextureCubeContentRestorer;
51496
+ return Texture2DContentRestorer;
51908
51497
  }(ContentRestorer);
51498
+ /**
51499
+ * @internal
51500
+ * HDR panorama to cubemap decoder.
51501
+ */ var HDRDecoder = /*#__PURE__*/ function() {
51502
+ function HDRDecoder() {}
51503
+ HDRDecoder.parseHeader = function parseHeader(uint8array) {
51504
+ var line = this._readStringLine(uint8array, 0);
51505
+ if (line[0] !== "#" || line[1] !== "?") {
51506
+ throw "HDRDecoder: invalid file header";
51507
+ }
51508
+ var endOfHeader = false;
51509
+ var findFormat = false;
51510
+ var lineIndex = 0;
51511
+ do {
51512
+ lineIndex += line.length + 1;
51513
+ line = this._readStringLine(uint8array, lineIndex);
51514
+ if (line === "FORMAT=32-bit_rle_rgbe") findFormat = true;
51515
+ else if (line.length === 0) endOfHeader = true;
51516
+ }while (!endOfHeader);
51517
+ if (!findFormat) {
51518
+ throw "HDRDecoder: unsupported format, expected 32-bit_rle_rgbe";
51519
+ }
51520
+ lineIndex += line.length + 1;
51521
+ line = this._readStringLine(uint8array, lineIndex);
51522
+ var match = /^\-Y (.*) \+X (.*)$/g.exec(line);
51523
+ if (!match || match.length < 3) {
51524
+ throw "HDRDecoder: missing image size, only -Y +X layout is supported";
51525
+ }
51526
+ var width = parseInt(match[2]);
51527
+ var height = parseInt(match[1]);
51528
+ if (width < 8 || width > 0x7fff) {
51529
+ throw "HDRDecoder: unsupported image width, must be between 8 and 32767";
51530
+ }
51531
+ return {
51532
+ height: height,
51533
+ width: width,
51534
+ dataPosition: lineIndex + line.length + 1
51535
+ };
51536
+ };
51537
+ HDRDecoder.decodeFaces = function decodeFaces(bufferArray, header, onFace) {
51538
+ var width = header.width, height = header.height, dataPosition = header.dataPosition;
51539
+ var cubeSize = height >> 1;
51540
+ var pixels = HDRDecoder._readPixels(bufferArray.subarray(dataPosition), width, height);
51541
+ var faces = HDRDecoder._faces;
51542
+ var faceBuffer = new Uint16Array(cubeSize * cubeSize * 4);
51543
+ for(var faceIndex = 0; faceIndex < 6; faceIndex++){
51544
+ HDRDecoder._createCubemapData(cubeSize, faces[faceIndex], pixels, width, height, faceBuffer);
51545
+ onFace(faceIndex, faceBuffer);
51546
+ }
51547
+ };
51548
+ HDRDecoder._generateFloat2HalfTables = function _generateFloat2HalfTables() {
51549
+ var baseTable = new Uint32Array(512);
51550
+ var shiftTable = new Uint32Array(512);
51551
+ for(var i = 0; i < 256; ++i){
51552
+ var e = i - 127;
51553
+ if (e < -27) {
51554
+ baseTable[i] = 0x0000;
51555
+ baseTable[i | 0x100] = 0x8000;
51556
+ shiftTable[i] = 24;
51557
+ shiftTable[i | 0x100] = 24;
51558
+ } else if (e < -14) {
51559
+ baseTable[i] = 0x0400 >> -e - 14;
51560
+ baseTable[i | 0x100] = 0x0400 >> -e - 14 | 0x8000;
51561
+ shiftTable[i] = -e - 1;
51562
+ shiftTable[i | 0x100] = -e - 1;
51563
+ } else if (e <= 15) {
51564
+ baseTable[i] = e + 15 << 10;
51565
+ baseTable[i | 0x100] = e + 15 << 10 | 0x8000;
51566
+ shiftTable[i] = 13;
51567
+ shiftTable[i | 0x100] = 13;
51568
+ } else if (e < 128) {
51569
+ baseTable[i] = 0x7c00;
51570
+ baseTable[i | 0x100] = 0xfc00;
51571
+ shiftTable[i] = 24;
51572
+ shiftTable[i | 0x100] = 24;
51573
+ } else {
51574
+ baseTable[i] = 0x7c00;
51575
+ baseTable[i | 0x100] = 0xfc00;
51576
+ shiftTable[i] = 13;
51577
+ shiftTable[i | 0x100] = 13;
51578
+ }
51579
+ }
51580
+ return {
51581
+ baseTable: baseTable,
51582
+ shiftTable: shiftTable
51583
+ };
51584
+ };
51585
+ HDRDecoder._createCubemapData = function _createCubemapData(texSize, face, pixels, inputWidth, inputHeight, facePixels) {
51586
+ var invSize = 1 / texSize;
51587
+ var rotDX1X = (face[3] - face[0]) * invSize;
51588
+ var rotDX1Y = (face[4] - face[1]) * invSize;
51589
+ var rotDX1Z = (face[5] - face[2]) * invSize;
51590
+ var rotDX2X = (face[9] - face[6]) * invSize;
51591
+ var rotDX2Y = (face[10] - face[7]) * invSize;
51592
+ var rotDX2Z = (face[11] - face[8]) * invSize;
51593
+ var floatView = HDRDecoder._floatView;
51594
+ var uint32View = HDRDecoder._uint32View;
51595
+ var _HDRDecoder__float2HalfTables = HDRDecoder._float2HalfTables, baseTable = _HDRDecoder__float2HalfTables.baseTable, shiftTable = _HDRDecoder__float2HalfTables.shiftTable;
51596
+ var one = HDRDecoder._one;
51597
+ var fy = 0;
51598
+ for(var y = 0; y < texSize; y++){
51599
+ var xv1X = face[0], xv1Y = face[1], xv1Z = face[2];
51600
+ var xv2X = face[6], xv2Y = face[7], xv2Z = face[8];
51601
+ for(var x = 0; x < texSize; x++){
51602
+ var dirX = xv1X + (xv2X - xv1X) * fy;
51603
+ var dirY = xv1Y + (xv2Y - xv1Y) * fy;
51604
+ var dirZ = xv1Z + (xv2Z - xv1Z) * fy;
51605
+ var invLen = 1 / Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ);
51606
+ dirX *= invLen;
51607
+ dirY *= invLen;
51608
+ dirZ *= invLen;
51609
+ var px = Math.round((Math.atan2(dirZ, dirX) / Math.PI * 0.5 + 0.5) * inputWidth);
51610
+ if (px < 0) px = 0;
51611
+ else if (px >= inputWidth) px = inputWidth - 1;
51612
+ var py = Math.round(Math.acos(dirY) / Math.PI * inputHeight);
51613
+ if (py < 0) py = 0;
51614
+ else if (py >= inputHeight) py = inputHeight - 1;
51615
+ var srcIndex = (inputHeight - py - 1) * inputWidth * 4 + px * 4;
51616
+ var scaleFactor = Math.pow(2, pixels[srcIndex + 3] - 128) / 255;
51617
+ var dstIndex = y * texSize * 4 + x * 4;
51618
+ for(var c = 0; c < 3; c++){
51619
+ floatView[0] = pixels[srcIndex + c] * scaleFactor;
51620
+ var f = uint32View[0];
51621
+ var e = f >> 23 & 0x1ff;
51622
+ facePixels[dstIndex + c] = baseTable[e] + ((f & 0x007fffff) >> shiftTable[e]);
51623
+ }
51624
+ facePixels[dstIndex + 3] = one;
51625
+ xv1X += rotDX1X;
51626
+ xv1Y += rotDX1Y;
51627
+ xv1Z += rotDX1Z;
51628
+ xv2X += rotDX2X;
51629
+ xv2Y += rotDX2Y;
51630
+ xv2Z += rotDX2Z;
51631
+ }
51632
+ fy += invSize;
51633
+ }
51634
+ };
51635
+ HDRDecoder._readStringLine = function _readStringLine(uint8array, startIndex) {
51636
+ var line = "";
51637
+ for(var i = startIndex, n = uint8array.length; i < n; i++){
51638
+ var character = String.fromCharCode(uint8array[i]);
51639
+ if (character === "\n") break;
51640
+ line += character;
51641
+ }
51642
+ return line;
51643
+ };
51644
+ HDRDecoder._readPixels = function _readPixels(buffer, width, height) {
51645
+ var byteLength = buffer.byteLength;
51646
+ var dataRGBA = new Uint8Array(4 * width * height);
51647
+ var offset = 0;
51648
+ var pos = 0;
51649
+ var ptrEnd = 4 * width;
51650
+ var scanLineBuffer = new Uint8Array(ptrEnd);
51651
+ var numScanLines = height;
51652
+ while(numScanLines > 0 && pos < byteLength){
51653
+ var a = buffer[pos++];
51654
+ var b = buffer[pos++];
51655
+ var c = buffer[pos++];
51656
+ var d = buffer[pos++];
51657
+ if (a !== 2 || b !== 2 || c & 0x80 || width < 8 || width > 32767) return buffer;
51658
+ if ((c << 8 | d) !== width) throw "HDRDecoder: wrong scanline width";
51659
+ var ptr = 0;
51660
+ while(ptr < ptrEnd && pos < byteLength){
51661
+ var count = buffer[pos++];
51662
+ var isEncodedRun = count > 128;
51663
+ if (isEncodedRun) count -= 128;
51664
+ if (count === 0 || ptr + count > ptrEnd) throw "HDRDecoder: bad scanline data";
51665
+ if (isEncodedRun) {
51666
+ var byteValue = buffer[pos++];
51667
+ for(var i = 0; i < count; i++)scanLineBuffer[ptr++] = byteValue;
51668
+ } else {
51669
+ scanLineBuffer.set(buffer.subarray(pos, pos + count), ptr);
51670
+ ptr += count;
51671
+ pos += count;
51672
+ }
51673
+ }
51674
+ for(var i1 = 0; i1 < width; i1++, offset += 4){
51675
+ dataRGBA[offset] = scanLineBuffer[i1];
51676
+ dataRGBA[offset + 1] = scanLineBuffer[i1 + width];
51677
+ dataRGBA[offset + 2] = scanLineBuffer[i1 + width * 2];
51678
+ dataRGBA[offset + 3] = scanLineBuffer[i1 + width * 3];
51679
+ }
51680
+ numScanLines--;
51681
+ }
51682
+ return dataRGBA;
51683
+ };
51684
+ return HDRDecoder;
51685
+ }();
51686
+ // Float32 to Float16 lookup tables (http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf)
51687
+ HDRDecoder._float2HalfTables = HDRDecoder._generateFloat2HalfTables();
51688
+ HDRDecoder._floatView = new Float32Array(1);
51689
+ HDRDecoder._uint32View = new Uint32Array(HDRDecoder._floatView.buffer);
51690
+ HDRDecoder._one = 0x3c00 // Half float for 1.0
51691
+ ;
51692
+ // prettier-ignore
51693
+ HDRDecoder._faces = [
51694
+ /* +X */ [
51695
+ 1,
51696
+ -1,
51697
+ -1,
51698
+ 1,
51699
+ -1,
51700
+ 1,
51701
+ 1,
51702
+ 1,
51703
+ -1,
51704
+ 1,
51705
+ 1,
51706
+ 1
51707
+ ],
51708
+ /* -X */ [
51709
+ -1,
51710
+ -1,
51711
+ 1,
51712
+ -1,
51713
+ -1,
51714
+ -1,
51715
+ -1,
51716
+ 1,
51717
+ 1,
51718
+ -1,
51719
+ 1,
51720
+ -1
51721
+ ],
51722
+ /* +Y */ [
51723
+ -1,
51724
+ -1,
51725
+ 1,
51726
+ 1,
51727
+ -1,
51728
+ 1,
51729
+ -1,
51730
+ -1,
51731
+ -1,
51732
+ 1,
51733
+ -1,
51734
+ -1
51735
+ ],
51736
+ /* -Y */ [
51737
+ -1,
51738
+ 1,
51739
+ -1,
51740
+ 1,
51741
+ 1,
51742
+ -1,
51743
+ -1,
51744
+ 1,
51745
+ 1,
51746
+ 1,
51747
+ 1,
51748
+ 1
51749
+ ],
51750
+ /* +Z */ [
51751
+ -1,
51752
+ -1,
51753
+ -1,
51754
+ 1,
51755
+ -1,
51756
+ -1,
51757
+ -1,
51758
+ 1,
51759
+ -1,
51760
+ 1,
51761
+ 1,
51762
+ -1
51763
+ ],
51764
+ /* -Z */ [
51765
+ 1,
51766
+ -1,
51767
+ 1,
51768
+ -1,
51769
+ -1,
51770
+ 1,
51771
+ 1,
51772
+ 1,
51773
+ 1,
51774
+ -1,
51775
+ 1,
51776
+ 1
51777
+ ]
51778
+ ];
51909
51779
  var TextureCubeLoader = /*#__PURE__*/ function(Loader) {
51910
51780
  _inherits(TextureCubeLoader, Loader);
51911
51781
  function TextureCubeLoader() {
@@ -51913,6 +51783,44 @@ var TextureCubeLoader = /*#__PURE__*/ function(Loader) {
51913
51783
  }
51914
51784
  var _proto = TextureCubeLoader.prototype;
51915
51785
  _proto.load = function load(item, resourceManager) {
51786
+ if (item.urls) {
51787
+ return this._loadCubeFaces(item, resourceManager);
51788
+ } else {
51789
+ return this._loadHDR(item, resourceManager);
51790
+ }
51791
+ };
51792
+ _proto._loadHDR = function _loadHDR(item, resourceManager) {
51793
+ return new AssetPromise(function(resolve, reject) {
51794
+ var engine = resourceManager.engine;
51795
+ var url = item.url;
51796
+ var requestConfig = _extends({}, item, {
51797
+ type: "arraybuffer"
51798
+ });
51799
+ resourceManager // @ts-ignore
51800
+ ._request(url, requestConfig).then(function(buffer) {
51801
+ if (!SystemInfo.supportsTextureFormat(engine, TextureFormat.R16G16B16A16)) {
51802
+ reject(new Error("TextureCubeLoader: HDR texture requires half float support."));
51803
+ return;
51804
+ }
51805
+ var _item_params;
51806
+ var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode;
51807
+ var bufferArray = new Uint8Array(buffer);
51808
+ var header = HDRDecoder.parseHeader(bufferArray);
51809
+ var texture = new TextureCube(engine, header.height >> 1, TextureFormat.R16G16B16A16, mipmap, false);
51810
+ HDRDecoder.decodeFaces(bufferArray, header, function(faceIndex, data) {
51811
+ texture.setPixelBuffer(TextureCubeFace.PositiveX + faceIndex, data, 0);
51812
+ });
51813
+ texture.generateMipmaps();
51814
+ texture.anisoLevel = anisoLevel != null ? anisoLevel : texture.anisoLevel;
51815
+ texture.filterMode = filterMode != null ? filterMode : texture.filterMode;
51816
+ texture.wrapModeU = wrapModeU != null ? wrapModeU : texture.wrapModeU;
51817
+ texture.wrapModeV = wrapModeV != null ? wrapModeV : texture.wrapModeV;
51818
+ resourceManager.addContentRestorer(new HDRContentRestorer(texture, url, requestConfig));
51819
+ resolve(texture);
51820
+ }).catch(reject);
51821
+ });
51822
+ };
51823
+ _proto._loadCubeFaces = function _loadCubeFaces(item, resourceManager) {
51916
51824
  return new AssetPromise(function(resolve, reject) {
51917
51825
  var urls = item.urls;
51918
51826
  var requestConfig = _extends({}, item, {
@@ -51926,7 +51834,7 @@ var TextureCubeLoader = /*#__PURE__*/ function(Loader) {
51926
51834
  var _ref = (_item_params = item.params) != null ? _item_params : {}, _ref_format = _ref.format, format = _ref_format === void 0 ? TextureFormat.R8G8B8A8 : _ref_format, anisoLevel = _ref.anisoLevel, wrapModeU = _ref.wrapModeU, wrapModeV = _ref.wrapModeV, filterMode = _ref.filterMode, _ref_isSRGBColorSpace = _ref.isSRGBColorSpace, isSRGBColorSpace = _ref_isSRGBColorSpace === void 0 ? true : _ref_isSRGBColorSpace, _ref_mipmap = _ref.mipmap, mipmap = _ref_mipmap === void 0 ? true : _ref_mipmap;
51927
51835
  var _images_ = images[0], width = _images_.width, height = _images_.height;
51928
51836
  if (width !== height) {
51929
- console.error("The cube texture must have the same width and height");
51837
+ reject(new Error("The cube texture must have the same width and height"));
51930
51838
  return;
51931
51839
  }
51932
51840
  var engine = resourceManager.engine;
@@ -51939,21 +51847,70 @@ var TextureCubeLoader = /*#__PURE__*/ function(Loader) {
51939
51847
  for(var faceIndex = 0; faceIndex < 6; faceIndex++){
51940
51848
  texture.setImageSource(TextureCubeFace.PositiveX + faceIndex, images[faceIndex], 0);
51941
51849
  }
51942
- generateMipmap && texture.generateMipmaps();
51943
- resourceManager.addContentRestorer(new TextureCubeContentRestorer(texture, urls, requestConfig));
51850
+ texture.generateMipmaps();
51851
+ resourceManager.addContentRestorer(new CubeFaceContentRestorer(texture, urls, requestConfig));
51944
51852
  resolve(texture);
51945
- }).catch(function(e) {
51946
- reject(e);
51947
- });
51853
+ }).catch(reject);
51948
51854
  });
51949
51855
  };
51950
51856
  return TextureCubeLoader;
51951
51857
  }(Loader);
51952
51858
  TextureCubeLoader = __decorate([
51953
51859
  resourceLoader(AssetType.TextureCube, [
51954
- ""
51860
+ "texCube",
51861
+ "hdr"
51955
51862
  ])
51956
51863
  ], TextureCubeLoader);
51864
+ var HDRContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
51865
+ _inherits(HDRContentRestorer, ContentRestorer);
51866
+ function HDRContentRestorer(resource, url, requestConfig) {
51867
+ var _this;
51868
+ _this = ContentRestorer.call(this, resource) || this, _this.url = url, _this.requestConfig = requestConfig;
51869
+ return _this;
51870
+ }
51871
+ var _proto = HDRContentRestorer.prototype;
51872
+ _proto.restoreContent = function restoreContent() {
51873
+ var _this = this;
51874
+ return new AssetPromise(function(resolve, reject) {
51875
+ var resource = _this.resource;
51876
+ resource.engine.resourceManager // @ts-ignore
51877
+ ._request(_this.url, _this.requestConfig).then(function(buffer) {
51878
+ var bufferArray = new Uint8Array(buffer);
51879
+ HDRDecoder.decodeFaces(bufferArray, HDRDecoder.parseHeader(bufferArray), function(faceIndex, data) {
51880
+ resource.setPixelBuffer(TextureCubeFace.PositiveX + faceIndex, data, 0);
51881
+ });
51882
+ resource.generateMipmaps();
51883
+ resolve(resource);
51884
+ }).catch(reject);
51885
+ });
51886
+ };
51887
+ return HDRContentRestorer;
51888
+ }(ContentRestorer);
51889
+ var CubeFaceContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
51890
+ _inherits(CubeFaceContentRestorer, ContentRestorer);
51891
+ function CubeFaceContentRestorer(resource, urls, requestConfig) {
51892
+ var _this;
51893
+ _this = ContentRestorer.call(this, resource) || this, _this.urls = urls, _this.requestConfig = requestConfig;
51894
+ return _this;
51895
+ }
51896
+ var _proto = CubeFaceContentRestorer.prototype;
51897
+ _proto.restoreContent = function restoreContent() {
51898
+ var _this = this;
51899
+ return new AssetPromise(function(resolve, reject) {
51900
+ Promise.all(_this.urls.map(function(url) {
51901
+ return request(url, _this.requestConfig);
51902
+ })).then(function(images) {
51903
+ var resource = _this.resource;
51904
+ for(var faceIndex = 0; faceIndex < 6; faceIndex++){
51905
+ resource.setImageSource(TextureCubeFace.PositiveX + faceIndex, images[faceIndex], 0);
51906
+ }
51907
+ resource.generateMipmaps();
51908
+ resolve(resource);
51909
+ }).catch(reject);
51910
+ });
51911
+ };
51912
+ return CubeFaceContentRestorer;
51913
+ }(ContentRestorer);
51957
51914
  var AudioLoader = /*#__PURE__*/ function(Loader) {
51958
51915
  _inherits(AudioLoader, Loader);
51959
51916
  function AudioLoader() {
@@ -52099,7 +52056,7 @@ var PhysicsMaterialLoader = /*#__PURE__*/ function(Loader) {
52099
52056
  }(Loader);
52100
52057
  PhysicsMaterialLoader = __decorate([
52101
52058
  resourceLoader(AssetType.PhysicsMaterial, [
52102
- "mesh"
52059
+ "physMat"
52103
52060
  ])
52104
52061
  ], PhysicsMaterialLoader);
52105
52062
  var SceneLoader = /*#__PURE__*/ function(Loader) {
@@ -52133,7 +52090,6 @@ var SceneLoader = /*#__PURE__*/ function(Loader) {
52133
52090
  scene.ambientLight.specularIntensity = ambient.specularIntensity;
52134
52091
  scene.ambientLight.diffuseMode = ambient.diffuseMode;
52135
52092
  scene.ambientLight.diffuseSolidColor.copyFrom(ambient.diffuseSolidColor);
52136
- scene.ambientLight.specularTextureDecodeRGBM = true;
52137
52093
  if (useCustomAmbient && ambient.customAmbientLight) {
52138
52094
  promises.push(resourceManager.getResourceByRef(ambient.customAmbientLight).then(function(ambientLight) {
52139
52095
  scene.ambientLight.specularTexture = ambientLight == null ? void 0 : ambientLight.specularTexture;
@@ -52751,11 +52707,11 @@ EXT_texture_webp = __decorate([
52751
52707
  ], EXT_texture_webp);
52752
52708
 
52753
52709
  //@ts-ignore
52754
- var version = "2.0.0-alpha.5";
52710
+ var version = "2.0.0-alpha.7";
52755
52711
  console.log("Galacean Engine Version: " + version);
52756
52712
  for(var key in CoreObjects){
52757
52713
  Loader.registerClass(key, CoreObjects[key]);
52758
52714
  }
52759
52715
 
52760
- export { AccessorType, AmbientLight, AmbientOcclusion, AmbientOcclusionQuality, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationClipDecoder, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AntiAliasing, AssetPromise, AssetType, AudioClip, AudioManager, AudioSource, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BatchUtils, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, Blitter, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoundingBox, BoundingFrustum, BoundingSphere, BoxColliderShape, BoxShape, Buffer, BufferAsset, BufferBindFlag, BufferInfo, BufferMesh, BufferReader, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraModifyFlags, CameraType$1 as CameraType, Canvas, CapsuleColliderShape, CharRenderInfo, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, Collision, CollisionDetectionMode, CollisionUtil, Color, ColorOverLifetimeModule, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContactPoint, ContainmentType, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EditorTextureLoader, EmissionModule, Engine, EngineObject, Entity, EntityModifyFlags, EventDispatcher, FileHeader, FinalPass, FixedJoint, FogMode, Font, FontStyle, FrustumFace, GLCapabilityType, GLCompressedTextureInternalFormat, GLTFAnimationParser, GLTFAnimatorControllerParser, GLTFBufferParser, GLTFBufferViewParser, GLTFEntityParser, GLTFExtensionMode, GLTFExtensionParser, GLTFLoader, GLTFMaterialParser, GLTFMeshParser, GLTFParser, GLTFParserContext, GLTFParserType, GLTFResource, GLTFSceneParser, GLTFSchemaParser, GLTFSkinParser, GLTFTextureParser, GLTFUtils, GLTFValidator, GradientAlphaKey, GradientColorKey, HemisphereShape, HierarchyParser, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolableValueType, InterpolationType, JSONAsset, Joint, JointLimits, JointMotor, KTX2Loader, KTX2TargetFormat, Keyframe, Keys, Layer, LayerPathMask, Light, Loader, Logger, MSAASamples, MainModule, Material, MaterialLoaderType, MathUtil, Matrix, Matrix3x3, Mesh, MeshColliderShape, MeshColliderShapeCookingFlag, MeshDecoder, MeshRenderer, MeshShape, MeshTopology, ModelMesh, OverflowMode, PBRMaterial, ParserContext, ParserType, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, Plane, PlaneColliderShape, PlaneIntersectionType, Platform, PointLight, Pointer, PointerButton, PointerEventData, PointerEventEmitter, PointerPhase, PostProcess, PostProcessEffect, PostProcessEffectBoolParameter, PostProcessEffectColorParameter, PostProcessEffectEnumParameter, PostProcessEffectFloatParameter, PostProcessEffectParameter, PostProcessEffectTextureParameter, PostProcessEffectVector2Parameter, PostProcessEffectVector3Parameter, PostProcessEffectVector4Parameter, PostProcessManager, PostProcessPass, PostProcessPassEvent, PostProcessUberPass, PrefabResource, Primitive, PrimitiveMesh, Probe, Quaternion, Rand, RasterState, Ray, Rect, ReferResource, ReflectionParser, RefractionMode, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueFlags, RenderQueueType, RenderState, RenderStateElementKey, RenderTarget, RenderTargetBlendState, Renderer, RendererUpdateFlags, RenderingStatistics, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, SceneParser, Script, SetDataOptions, Shader, ShaderData, ShaderDataGroup, ShaderFactory, ShaderLanguage, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SimpleSpriteAssembler, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SlicedSpriteAssembler, SpecularMode, SphereColliderShape, SphereShape, SphericalHarmonics3, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteModifyFlags, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubFont, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextAsset, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, Texture2DDecoder, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureUtils, TextureWrapMode$1 as TextureWrapMode, TiledSpriteAssembler, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, TrailTextureMode, Transform, TransformModifyFlags, UnlitMaterial, Utils, Vector2, Vector3, Vector4, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WebCanvas, WebGLEngine, WebGLGraphicDevice, WebGLMode, WrapMode, XRManager, assignmentClone, decode, decoder, decoderMap, deepClone, dependentComponents, ignoreClone, parseSingleKTX, registerGLTFExtension, registerGLTFParser, registerPointerEventEmitter, request, resourceLoader, shallowClone, version };
52716
+ export { AccessorType, AmbientLight, AmbientOcclusion, AmbientOcclusionQuality, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationClipDecoder, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AntiAliasing, AssetPromise, AssetType, AudioClip, AudioManager, AudioSource, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BatchUtils, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, Blitter, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoundingBox, BoundingFrustum, BoundingSphere, BoxColliderShape, BoxShape, Buffer, BufferAsset, BufferBindFlag, BufferInfo, BufferMesh, BufferReader, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraModifyFlags, CameraType$1 as CameraType, Canvas, CapsuleColliderShape, CharRenderInfo, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, Collision, CollisionDetectionMode, CollisionUtil, Color, ColorOverLifetimeModule, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContactPoint, ContainmentType, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EntityModifyFlags, EventDispatcher, FileHeader, FinalPass, FixedJoint, FogMode, Font, FontStyle, FrustumFace, GLCapabilityType, GLCompressedTextureInternalFormat, GLTFAnimationParser, GLTFAnimatorControllerParser, GLTFBufferParser, GLTFBufferViewParser, GLTFEntityParser, GLTFExtensionMode, GLTFExtensionParser, GLTFLoader, GLTFMaterialParser, GLTFMeshParser, GLTFParser, GLTFParserContext, GLTFParserType, GLTFResource, GLTFSceneParser, GLTFSchemaParser, GLTFSkinParser, GLTFTextureParser, GLTFUtils, GLTFValidator, GradientAlphaKey, GradientColorKey, HemisphereShape, HierarchyParser, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolableValueType, InterpolationType, JSONAsset, Joint, JointLimits, JointMotor, KTX2Loader, KTX2TargetFormat, Keyframe, Keys, Layer, LayerPathMask, Light, Loader, Logger, MSAASamples, MainModule, Material, MaterialLoaderType, MathUtil, Matrix, Matrix3x3, Mesh, MeshColliderShape, MeshColliderShapeCookingFlag, MeshDecoder, MeshRenderer, MeshShape, MeshTopology, ModelMesh, OverflowMode, PBRMaterial, ParserContext, ParserType, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, Plane, PlaneColliderShape, PlaneIntersectionType, Platform, PointLight, Pointer, PointerButton, PointerEventData, PointerEventEmitter, PointerPhase, PostProcess, PostProcessEffect, PostProcessEffectBoolParameter, PostProcessEffectColorParameter, PostProcessEffectEnumParameter, PostProcessEffectFloatParameter, PostProcessEffectParameter, PostProcessEffectTextureParameter, PostProcessEffectVector2Parameter, PostProcessEffectVector3Parameter, PostProcessEffectVector4Parameter, PostProcessManager, PostProcessPass, PostProcessPassEvent, PostProcessUberPass, PrefabResource, Primitive, PrimitiveMesh, Probe, Quaternion, Rand, RasterState, Ray, Rect, ReferResource, ReflectionParser, RefractionMode, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueFlags, RenderQueueType, RenderState, RenderStateElementKey, RenderTarget, RenderTargetBlendState, Renderer, RendererUpdateFlags, RenderingStatistics, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, SceneParser, Script, SetDataOptions, Shader, ShaderData, ShaderDataGroup, ShaderFactory, ShaderLanguage, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SimpleSpriteAssembler, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SlicedSpriteAssembler, SpecularMode, SphereColliderShape, SphereShape, SphericalHarmonics3, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteModifyFlags, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubFont, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextAsset, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, Texture2DDecoder, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureUtils, TextureWrapMode$1 as TextureWrapMode, TiledSpriteAssembler, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, TrailTextureMode, Transform, TransformModifyFlags, UnlitMaterial, Utils, Vector2, Vector3, Vector4, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WebCanvas, WebGLEngine, WebGLGraphicDevice, WebGLMode, WrapMode, XRManager, assignmentClone, decode, decoder, decoderMap, deepClone, dependentComponents, ignoreClone, parseSingleKTX, registerGLTFExtension, registerGLTFParser, registerPointerEventEmitter, request, resourceLoader, shallowClone, version };
52761
52717
  //# sourceMappingURL=bundled.module.js.map